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 SLATE Cinematic Sequencer, updated support for UFPS, Realistic FPS Prefab, Inventory Pro, Third Person Controller ORK Framework, Adventure Creator, articy:draft, 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, 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 new Unity UI, Unity GUI, NGUI, DF-GUI 2D Toolkit 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 FaceFX HUD Waypoint KGFMapSystem Inventory Pro Master Audio ORK Framework PlayMaker plyGame Realistic FPS Prefab Rogo LipSync RPG Kit 3.1 RT-Voice SALSA with RandomEyes S-Inventory SLATE Cinematic Sequencer Third Person Controller 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 Free Pro, and tested on standalone, web, and mobile. Links: Asset Store Evaluation Version Demos Documentation Video Tutorials Change History: Version 188.8.131.52 Core: Changed: OnSequenceStart & OnSequenceEnd messages are now also sent to Dialogue Manager, not just participants. Improved: LevelManager.RestartGame/GameSaver.RestartGame now automatically update quest tracker HUD. Added: LevelManager.LoadLevel(index) to load by build scene index. Fixed: Bark triggers now don't report NullReferenceException if destroyed before being initialized. Dialogue Editor: Added: Checkboxes in template to show specific custom fields in main part of inspector. Added: Menu option to automatically split nodes with pipes ( | ) in text into separate nodes. Improved: Watches tab > Watch Variable now lets you choose active variable, not just variables defined in dialogue database. Improved: Added confirmation window when attempting to delete special "Is Item" field. Unity UI: Improved: UnityUITypewriterEffect now handles <quad> rich text code, right-to-left support (Arabic). Improved: Subtitle text, portrait name, and response button text now send OnTextChanged(UnityEngine.UI.Text) message to dialogue UI. Changed: When instantiating response buttons from template, instance names now match response button text. Fixed: If alert line had no panel, alert line didn't disappear. Third Party Support: articy:draft: Fixed: Convert Slots As dropdown wasn't saving selection when window closed; in Unity 5.4+ articy converter window now correctly saves settings changes when exiting Unity while converter window is open and docked. Adventure Creator: Added to Conversation action: "Wait until finish?" checkbox, Override Bridge UseDialogState and TakeCameraControl settings. Chat Mapper: Updated to handle Chat Mapper fields of new type "Multiline". PlayMaker: Added Pause/Unpause actions; updated LoadLevel action to prevent API warnings in Unity 5.3+. Version 184.108.40.206 Core: Added: OnConversationLineEnd script message; also added to Dialogue System Events component. Improved: LoadLevel() sequencer command accepts optional spawnpoint. Improved: AbstractConverterWindow template has new currentLineNumber and currentSourceLine utility properties. Fixed: Bark priorities introduced in 220.127.116.11 were not being respected. Fixed: A bug introduced in 18.104.22.168 caused dialogue UIs to ignore custom emphasis color settings. Triggers: Improved: Increment On Destroy can specify alert message duration; added OnIncrement() event. Fixed: Rare NullReferenceException when bark triggers started. Save System: Improved: Added optional registration system to PersistentDataManager to optimize saving & loading. Improved: Added PersistentDataManager.includeActorData/includeStatusAndRelationshipData properties. Improved: Exposed PersistentDataManager settings in Dialogue Manager inspector. Improved: PersistentDestructible now has choice between destroy and disable (deactivated). Fixed: Some persistent data components would still save/load data even when they had been disabled. Unity UI: Exposed LocalizeUIText and UnityUIContinueButtonFastForward fields and methods for easier subclassing. Save System: PersistentPositionData now also looks for Actor.Spawnpoint. CSV Converter: Now reports the offending line and line number when it encounters an error. Third Party Support: articy:draft: Added a dropdown to specify whether to convert Slots as Display Name or Articy ID. Fixed: Jumps to Conditions now correctly link to all specified entries, not just the first true condition entry. S-Inventory/RFPS: S-Inventory Realistic FPS Prefab sub-package contains two improvements: S-Inventory skill bar slot IDs have been assigned correctly. Weapons (i.e., SInventory Weapon Pickups) can be assigned to the skill bar to be used with hotkeys. TextMesh Pro: Added improved typewriter effect. Removed deprecation warning in Unity 5.3+. UFPS: Updated FP Persistent Player Data component to handle spawnpoints when changing levels. Version 22.214.171.124 Core: Improved: Bark entries can now have Priority values to prevent lower-priority barks from interrupting higher-priority barks. Unity UI: UnityUITypewriterEffect now supports auto scroll. Changed: For importers, Encoding Type Default now uses your system’s Encoding.Default, not Encoding.Unicode. Added: Encoding type ISO-8859-1 to converters. Dialogue Editor: Improved: Small usability improvements to conversation node editor. Fixed: Adding template fields of custom field types was incorrectly setting type to Text. Third Party Support: Adventure Creator: Added Allow During Conversations checkbox to Bark action; added Check Conversation Active action. articy:draft: Added: Can now specify dropdown type for each dropdown individually. Improved: expression–>Lua converter now doesn’t convert content inside strings. Fixed: Condition and Instruction nodes weren’t assuming proper order by node’s Y-position. Chat Mapper: Converter now supports linking to a conversation’s START entry. CSV: Fixed: Converter wasn’t importing link priorities (all defaulted to Normal). Master Audio: Added MAPlaySound() sequencer command. RPG Kit: Updated item/inventory management Lua functions for RPG Kit 3.1.4. Fixed UI texture references that were unassigned by 3.1.4. S-Inventory: Fixed Realistic FPS Prefab + S-Inventory subpackage; updated example scene for RFPS 1.23. Older Release Notes Please post any feedback here or email support (at) pixelcrushers (dot) com.