Dialogue System for Unity 1.6.8 Released!

Dialogue System 1.6.8 is now available on the Pixel Crushers customer download site and should be available on the Unity Asset Store in 7-10 days. (Contact us with your Unity Asset Store invoice number if you’d like access to the Pixel Crushers customer download site.)


Version 1.6.8

  • 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.

Dialogue System for Unity 1.6.7 Released!

Version 1.6.7 is now available on the Pixel Crushers customer download site, and should be available on the Asset Store in 5-10 days. If you need access to the download site, please contact us with your Unity Asset Store invoice number.

Highlights of this release:

  • Option to show speaker portraits next to dialogue entry nodes in Dialogue Editor.
  • Corgi 2D + 2.5D Platformer Engine support.
  • Many other improvements and bug fixes.

Version 1.6.7


  • Updated for Unity 5.5.
  • Added: Lua Network Commands component to sync variables and quest states to UNET clients.
  • Added: Continue() sequencer command.
  • Added: UpdateTracker() sequencer command.
  • Added: DialogueManager.LastConversationID.
  • Improved: Dialogue Manager now logs warning if trying to load default dialogue UI and it’s missing.
  • Improved: Selector now logs warning if no camera is tagged MainCamera.
  • Changed: No longer runs Lua Script or OnExecute event of first conversation’s first dialogue entry node when preloading resources.
  • Changed: SetContinueMode(true|false|original) added ‘original’ parameter; ‘true’ now sets mode to always instead of reverting to original value.
  • Dialogue Editor:
    – Added: Option to show actor portrait next to each dialogue entry node.
    – Improved: Added Template, Copy & Paste buttons to Conversation fields foldout.
    – Fixed: Interface issues adding/removing dialogue entry localization fields.
  • Unity UI:
    – Improved: UnityUIQuestLogWindow reuses quest template objects to reduce instantiations.
    – Improved: Unity UI animator handling with different timeScales.
    – Fixed: If [position #] tag assigns a response to an element in Buttons list, it no longer also adds template button.
    – Fixed: Gracefully handles null entries in Buttons list.

Third Party Support

  • Adventure Creator: Added Rerun Script After Cutscenes checkbox to bridge.
  • articy:draft: Fixed runtime converter not observing ConvertSlotsAs.ID.
  • Chat Mapper: Added Trackable, Track and Abandonable fields to template; updated converter window for Unity 5.5.
  • Corgi Platformer Engine: Added support.
  • NGUI: Quest log window now reuses quest template objects when possible to reduce instantiations.
  • ORK Framework: Updated inventory management Lua functions for ORK 2.8.0 so you can check, add, & remove weapons & armor in addition to regular items.
  • Realistic FPS Prefab: Invulnerable flag is now included in saved games; bridge now registers actor name with FPS Player transform.
  • Realistic FPS Prefab + S-Inventory: Fixed bug that allowed player to equip even if dropped last of weapon.
  • PlayMaker: Added Set Dialogue UI action.
  • RT-Voice: Added tool window to save audio files at design time; updated to use RT-Voice callbacks & API changes for better responsiveness.
  • TextMesh Pro: Improved animation handling.
  • Third Person Controller: Added TPCAbility() sequencer command; updated bridge and Dialogue System Interactable components for multiplayer support.
  • TextMesh Pro: Updated deprecated API calls.

Dialogue System for Unity Released!

Version is now available on the Pixel Crushers customer download site (contact us with your Unity Asset Store invoice number if you need access) and should be available on the Unity Asset Store in 5-7 days, possibly a little longer since Unity staff are also busy getting ready for the Unite conference.

Some highlights of this release:

  • Dialogue Editor: You can now specify which custom fields to show in the main part of the inspector instead of just in the All Fields foldout.
  • Unity UI typewriter effect: Now handles <quad> rich text codes and left-to-right (e.g., Arabic) text.
  • Adventure Creator “Dialogue System Conversation” action has more options to give you greater control of how conversations mesh with Adventure Creator.


  • 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+.

Dialogue System for Unity Released!

The Dialogue System for Unity is now available on the Pixel Crushers customer download site. (Contact us with your Unity Asset Store invoice number for access.) It should be available on the Unity Asset Store in 5-7 days!




  • 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.

Dialogue System for Unity 1.6.6 Released!

Version 1.6.6 is now available on the Pixel Crushers customer download site and should be on the Unity Asset Store in 5-7 days. If you’d like access to the customer download site, please contact us with your Unity Asset Store invoice number.

Highlights of this version are:

  • Dialogue entries now have a UnityEvent to which you can assign event handlers.
  • Increment On Destroy can now fire on Disable instead of Destroy, making it useful for pooled objects and other systems that disable instead of destroy objects.
  • Added Letterbox style Unity UI Dialogue UI prefab.
  • Updates to support for Adventure Creator, RPG Kit, and Third Person Controller.

Version 1.6.6


  • Improved: Dialogue entries can now execute UnityEvents.
  • Improved: If quest is updated while quest log window is open, window auto-updates.
  • Improved: QuestStateListeners now support Conditions.
  • Improved: Zoom2D() sequencer command now recognizes ‘original’ keyword.
  • Improved: IncrementOnDestroy now has option to fire on Disable instead of Destroy.
  • Fixed: Bug in PersistentPositionData saving position in levels with periods in their names when Restore Current Level Position was ticked.
  • Unity UI:
    • Added: Letterbox movie subtitle style UI.
    • Fixed: LocalizeUIText.UpdateFieldName wasn’t correctly updating field name.
    • Fixed: LocalizeUIText if using Dialogue Manager’s default localized text table didn’t check if table had requested language.

Third Party Support

  • Adventure Creator: Updated for AC 1.52. ‘Use Adventure Creator Subtitles Setting’ checkbox now defaults to false.
  • Chat Mapper: Converter now doesn’t add AudioWait() commands for Audio Files if the commands are already in the Sequence.
  • RPG Kit: OverheadIconUI now supports IconConditions.
  • Third Person Controller:
    • Bridge now also saves and loads health & shields.
    • Added TPCCameraState() sequencer command.
    • Fixed bug when saving position in levels with periods in their names.
    • Removed deprecated API warnings in Unity 5.3+.

Dialogue System for Unity 1.6.5 Released!

The Dialogue System for Unity 1.6.5 is now available on the Pixel Crushers customer download site (contact us with your Unity Asset Store invoice number for access) and should be on the Unity Asset Store in a few days!


Version 1.6.5


  • Added: IncrementOnDestroy: Condition.
  • Added: Quest State Indicators. Updated Quest Example scene.
  • Added: Bark sequences can now reference entrytag.
  • Added: DialogueManager.PlaySequence(…entrytag) variant to specify an entrytag.
  • Fixed: Dialogue Editor got out of sync with database after playmode in Unity 5.3+.
  • Fixed: Dialogue Editor reported NullReferenceExceptions in editor while adding new localization fields but before entering field title.
  • Fixed: ConversationTrigger didn’t mark scene dirty when changing conversation selection.

Third Party Support

  • NGUI: Added NGUI Continue Button Fast Forward component.
  • ORK Framework: Added more warning logs in case of typos in Lua functions.

Dialogue System for Unity 1.6.4 Released!

The Dialogue System for Unity 1.6.4 is now available on the Pixel Crushers customer download site. Contact us with your Unity Asset Store invoice number for access.

It should be available on the Unity Asset Store in a few days!


Version 1.6.4


  • Added: OnEnter & OnExit events to RangeTrigger.
  • Added: ResetBarkHistory method to BarkTrigger & BarkOnIdle.
  • Fixed: Dialogue Editor window inappropriately auto-selected the current dialogue entry in the Inspector when switching into playmode even when something else was selected.
  • Fixed: SetEnabledOnDialogueEvent component’s Lua Condition Wizard wasn’t working in Inspector.
  • Improved: LuaInterpreter can now handle exponents with “+” signs such as 1.3E+5 (as well as 1.3E-5 and 1.3E5).
  • Improved: Added string.find() function to LuaInterpreter.
  • Improved: Added continue button support to default (fallback) dialogue UI.
  • Unity UI: Added OnOpen & OnClose events to UnityUIQuestLogWindow inspector; auto-focus also works better now.

Third Party Support

  • Adventure Creator: Updated example scene for AC 1.5.1.
  • Realistic FPS Prefab: Now also saves bullets left in clip in addition to reserve ammo.
  • UFPS: Added Lock Cursor On Start checkbox to FPFreezePlayer.

Dialogue System 1.6.3 Released!

Version 1.6.3 is available for immediate download on the Pixel Crushers customer download site (contact us with your Asset Store invoice number if you need access) and should be available on the Asset Store in a few days!

This release primarily fixes a save issue with the Dialogue Editor window. All Dialogue System users should update to 1.6.3.

RelationsInspector Adds Dialogue System for Unity Support!

Seldom Tools’ RelationsInspector 1.1.2 now has support for the Dialogue System, and it’s currently 50% off!

This great tool produces visual representations of all kinds of hierarchical data in your project. For the Dialogue System, it will show you:

  • What GameObjects in your scene are connected to Dialogue System conversations, barks, or quests. (Documentation)
  • Which conversations your cross-conversation links connect to. (And you can jump straight to the dialogue entry with a single click!) (Documentation)

For example, this screenshot shows which GameObjects in the Quest Example scene are connected to conversations and quests:


If you have complex dialogue, or any complex data in your project, RelationsInspector looks like a really useful tool. You can get it here: