The Dialogue System is a proven, complete solution for interactive conversations, designed from the ground up with a polished user interface system, cutscene sequences (camera shots, animation, etc.), node-based visual conversation editor, dynamic state, and more, with easy integration into your existing gameplay framework. You can find the Dialogue System in RPGs, adventure games, shooters, visual novels, and many other genres. In business and industry, the Dialogue System features in corporate training applications, procedural law simulations, and other serious games. Available on the Asset Store! Try out the Evaluation Version for free Recently Added Features: Support for Corgi Platformer Engine, SLATE Cinematic Sequencer, updated support for articy:draft 3, UFPS, Realistic FPS Prefab, Inventory Pro, Third Person Controller ORK Framework, Adventure Creator, and more! Requires Unity 4.6.5 or higher. 5-Minute Ultra-Quick Start Guide Features: Editor: Visual, node-based editor Optional compact outline-based editor perfect for large conversations Importers for Chat Mapper, articy:draft 1, 2, & 3, and Neverwinter Nights Engine: No scripting required Dynamic, branching conversation trees Barks and gameplay alerts Cutscenes (voice acting, audio, animation, camerawork, etc.) Quick Time Events (QTEs) Quest system NPC status relationship system Easy language localization Save/load without scripting Optional Lua scripting and variable system supports sophisticated dialogue conditions Comprehensive documentation and tutorials Runtime UIs: GUI-independent; works with all GUI systems Built-in support for the Unity UI, Unity GUI, NGUI, TextMesh Pro, and others Modular interfaces: swap in your own UI or cutscene system Several beautiful, fully-customizable UI skins Detailed sci-fi environment animated model Works in 2D and 3D Works with Oculus Rift! Integration: Provides general-purpose integration components for any framework, plus custom components for drop-in integration into: 2D Action RPG Starter Kit Action-RPG Starter Kit Adventure Creator ICode (AI for Mecanim) Animator Timeline Editor Behavior Designer Core GameKit Corgi Platformer Engine FaceFX HUD Waypoint KGFMapSystem Love/Hate Inventory Pro Master Audio ORK Framework PlayMaker plyGame Realistic FPS Prefab RelationsInspector Rogo LipSync RPG Kit 3.1 RT-Voice SALSA with RandomEyes S-Inventory SLATE Cinematic Sequencer Opsive's Third Person Controller Top-Down RPG Starter Kit UltimateFPS (UFPS) uSequencer Cutscene Creator For Programmers: Includes complete, thoroughly documented & optimized C# source code Designed to be easily extended without modifying source -- lots of event hooks! Pre-compiled DLLs provided for lightning-fast build times Full API reference Works in Unity Personal, Plus, and Pro, and tested on standalone, web, and mobile. Links: Asset Store Evaluation Version Demos Documentation Video Tutorials Change History: Version 1.6.9 Core: Dialogue Editor: Added: Fast Undo for Large Databases checkbox. Added: Separate template menu options Apply Template To Assets, Update Template From Assets. Added: Dialogue Manager Subtitle Settings option: Skip PC Subtitle After Response Menu. Added: Dialogue Manager Alert Settings Chars Per Second, Min Alert Seconds Added: New entrytag option "Conversation ID_Actor Name_Entry ID". Added: PersistentDataManager/GameSaver/Dialogue Manager option to include location data in save data. Added: DialogueLua.GetConversationField(), MarkDialogueEntryUntouched(). Changed: Dialogue Manager makes itself a root GameObject before calling DontDestroyOnLoad. Fixed: Sequencer could report NullReferenceException in some cases if the scene had no MainCamera and no sequencer camera. Fixed: Dialogue Manager now receives OnConversationEnd message when conversation is cancelled. Fixed: Barks were running the Lua Script field twice. Fixed: Sequencer wasn't recognizing custom sequencer commands in Plugins folder. CSV import/export: Added more robust recovery when encountering invalid links. Unity UI: Improved: Localization of quest group names. Typewriter Effect: Added several enhancements such as ability to skip audio on specific characters. Third Party Support: Adventure Creator: Updated for Adventure Creator 1.56b+. PlayMaker: Get/Set Variable/LuaField actions can now accept int values. Realistic FPS Prefab: Added Control Rotation checkbox in FollowFPSPlayer. TextMesh Pro: Added localization support for arbitrary TextMesh Pro components. Version 1.6.8 Core: Dialogue Editor: Added option: Per-actor colors for conversation nodes. Added option: Show end-stubs on nodes that end conversations. Added: Cross-conversation link indicators show number of cross-conversation emanating from node. Added: Home button to node editor. Improved: Variables section has more user-friendly reorderable list. Improved: Variables section highlights conflicts when variables have the same name. Added: Localize Text Mesh component. Added: Quest Log Window Hotkey component. Added: [LuaScriptWizard] and [LuaConditionsWizard] script variable attributes. Improved: Added several new Continue Button modes to Dialogue Manager. NOTE: Not Before PC & Optional Before PC changed to Not Before PC Autoresponse & Optional Before PC Autoresponse. Improved: Localized Text Table editor now uses flexible height text areas. Improved: Conditions show value of last check at runtime. Improved: Persistent Destructible: Added option to spawn prefab instance when destroyed. Improved: Fade() sequnecer command now also fades over Unity UI. Improved: Persistent Position Data now logs more info when Dialogue Manager’s Debug Level is Info. Improved: AbstractUIResponseMenuControls.ShowResponses is now virtual. Changed: OnBarkStart & OnBarkEnd are now also sent to Dialogue Manager. Changed: Dialogue Manager's Preload process no longer starts & stops first conversation. Fixed: LuaInterpreter failed to parse trailing semicolons on 'if...end' blocks. Fixed: QuestLog.SetTrack() now also updates tracker. Fixed: Addressed Unity 5.6 deprecated API warning for AudioWWW() sequencer command. Fixed: After an entry with Response Menu Sequence, subsequent entries wouldn't play Response Menu Sequences. Fixed: Intermittent editor issue with Condition drawer. Unity UI: Improved: Typewriter Effect now supports randomized audio clips. Fixed: Response button text now automatically strips pause codes. Third Party Support: Action-RPG Starter Kit: Improved to handle Mecanim player configurations. Chat Mapper: Added option to reset node positions when importing. ICE: Added integration instructions to manual. ORK Framework: Added Get & Set Quest State steps. Realistic FPS Prefab: Added Save Position checkbox to FPS Lua Bridge. You no longer need to use Persistent Position Data or Persistent Smooth Mouse Look components. Added Persistent Dead Body and Unregister NPC On Destroy components. Updated to handle deprecated OnLevelWasLoaded API. S-Inventory: Fixed bug with persistent item groups and vendors during scene changes; added SInventory Dialogue Events. TextMesh Pro: Updated for new TextMesh Pro version published by Unity Technologies; changed: Deprecated TextToTextMeshPro component. Third Person Controller: Added DamageEvent script for triggering barks & other actions Added tpcDamage() Lua function. Added option to wait specified number of frames before applying save/load data. Older Release Notes Please post any feedback here or email support (at) pixelcrushers (dot) com.