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 Deftly, Rog, Corgi Platformer Engine, updated support for articy:draft 3, UFPS, Realistic FPS Prefab, 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 1.7.3 Core: Dialogue Editor: Added 'Center on START' menu item; fixed inspector lag in Events > OnExecute() section on large databases. Localized Text Table Editor: Added 'Add Fields To Top' toggle. (Adds to bottom of list by default.) Improved: Override Actor Name component inspector now supports multi-editing. Fixed: LuaInterpreter didn't handle double semicolons properly in some cases. Fixed: Now sanitizes Lua code generated for custom fields with parentheses in name. Fixed: Legacy Unity GUI Quest Tracker didn't observe Show Completed Quest Entry Text checkbox unticked. Third Party Support: PlayMaker: OnConversationResponseMenu now passes MenuTexts to FSM. Version 1.7.2 Core: Improved: Added One Per Frame checkbox, addedDatabases/removedDatabases events to ExtraDatabases. Fixed: Sequence parser bug when sequence ended with semicolon followed by blank line. Dialogue Editor: Fixed docked editor issue when double-clicking a different database. Third Party Support: articy:draft: Fixed converter bug that inadvertently excluded dialogue fragments. Added Recursion on/off dropdown. Neverwinter Nights Aurora converter: Converted tokens now use [var] tags instead of [lua] for conciseness. PlayMaker: Added more Dialogue System events. Version 1.7.1 Core: Changed: Added Hide() method to the IBarkUI interface. Added: Support for actor Display Name. Name and Display Name (and localized versions) now also support [var] and [lua] tags. Added: Dialogue Manager > Bark Settings. Added: Bark Groups. Added: Language text export in Dialogue Editor and Localized Text Tables. Added: Response menu timeout option Select Random Response. Fixed: Parsing error in text with [var] tags immediately followed by certain other tags. Fixed: OnBarkLine sent to Dialogue Manager incorrectly passed speaker instead of subtitle. Dialogue Editor: Timed auto-backups (default is every 10 minutes). Watches tab can now set variable values; added "Add All Variables" menu item. Third Party Support: Updated TextMesh Pro, NGUI, TK2D & DF-GUI bark UIs to add new Hide() method. articy:draft: Added: ArticyEditorTools.FindPortraitTexturesInAssetDatabase(). Fixed: Unticked dialogues are now properly excluded from import. ORK Framework: Added UnityUIDialogueUIORKBridge to assist with Unity UI. TalkIt: Added support for design-time and runtime imports. Older Release Notes Please post any feedback here or email support (at) pixelcrushers (dot) com.