This update fixes a bug with Auto Focus in dialogue UIs without subtitle panels.
This is an updated support package for Dark Tonic’s Core GameKit 3.2.7.
This is an updated support package for Dark Tonic’s Master Audio 4.1.1.
For version 1.6.9:
This is a support package for Deftly.
This updated support package is for ICode 2.2.0.
This updated support package is for Makinom 1.7.0, which introduced an API change.
This updated support package is for plyGame/plyBlox 3.0+, which introduced an API change.
This support package integrates the Dialogue System with Rog.
This updated support package is for RPG Kit 3.1.7. Also download and import the ICode Support package above.
This updated support package is for RT-Voice v2.7.1 (release April 11, 2017), which introduced an API change.
This updated support package for TextMesh Pro adds a Continue Button Fast Forward component, adjusts the component menu items so they appear better in the Add Component button list, and contains improvements to auto-focus and joystick/keyboard navigation.
This update (which also works with earlier versions of the Dialogue System) adds to Unity UI Dialogue UI’s Alert Settings a checkbox Wait For Hide Animation. This forces the alert panel to wait for the hide animation to finish before showing the next queued alert.
For version 1.6.8:
This updated support package for Icebox Studios’ Adventure Creator 1.56b+ addresses a minor API change in Adventure Creator.
This updated support package for Azuline Studios’ Realistic FPS Prefab adds a “Control Rotation” checkbox to FollowFPSPlayer, allowing you to untick the checkbox if you want to control the camera and/or leave it at the player’s pre-conversation position during conversations.
This updated support package for TextMesh Pro supports the Dialogue System’s language localization functionality. (Add the new LocalizeTextMeshPro script to your TextMesh Pro objects.)
This package adds support for articy:draft 3+’s localization plugin to the Dialogue System’s articy:draft Converter. Requires Dialogue System 1.7.0 or higher.
This is an all-new menu framework for the Dialogue System 188.8.131.52+ and Unity 5.3+. It does not require Unity’s Game Jam Menu Template. NOTE: This is not an update to the older menu template below; it replaces that template with an improved framework. See also: Documentation.
Version 2017-04-30 adds: Menu Framework no longer needs to be a child of Dialogue Manager; Music Manager automatically plays title scene music.
Version 2017-01-09 adds: Video settings in Options menu; Credits scene; more saved game UI customization, and bug fixes.
This menu template prefab is based on Unity’s Game Jam Menu Template and adds saving and loading, continuing from the last save point, and access to the quest log window. Requires: Unity 5.3+ and Game Jam Menu Template. See also: Documentation.
This Choose-Your-Own-Adventure framework is a free add-on for the Dialogue System. Demo.
This scene demonstrates how to run dialogue UIs and quest log windows in VR. It uses the gaze selection system from Unity’s free VR Samples package.
(This is mostly superceded by the VR UI Example scene above.) This is a simple Oculus VR example scene in Unity 5.1.2. You can download a precompiled Windows build below:
To play this simple Oculus Rift VR scene, unpack the zipfile above and run the executable. In this simple example, when you walk up to the red soldier he’ll start a conversation. Look at the responses to select them, and click the left mouse button to choose the current selection.
This package contains the source files for the Dialogue System 2D Platformer Demo. Import them into a project that already contains the Dialogue System and Unity’s 2D Platformer Demo project. You can download a simpler demo here: ProximitySelector2DExample_2016-05-22.unitypackage for Unity 5.3.4+; it assumes you’ve already imported Unity’s Standard Assets > 2D package.
[Dialogue System 1.6.7 now includes Corgi support. If you use 1.6.7 or higher, you don’t need to download these packages.] This package contains an example scene that demonstrates how to integrate with Corgi Engine. (Separate packages provided for Corgi 2.0 and Corgi 3.0.)
This example scene demonstrates how to integrate Third Person Controller, Behavior Designer, and the Dialogue System in combat roles (combat barks, saving stats, and saving enemy kills).
This example scene demonstrates how to open an S-Inventory vendor during a conversation and wait until the player buys something before continuing the conversation.
This package contains a basic integration with Inventory Master.
This package contains a new sequencer command: GotoEntry(entryID) or GotoEntry(conversationID, entryID). The example scene explains its use. You can use this command to allow NPCs to interrupt the response menu if the player fails to make a selection in a certain amount of time.
This package contains a new sequencer command: LiveLookAt(target, [subject], [duration], [allAxes]). Unlike the built-in LookAt() sequencer command, it immediately snaps to look at the target and then tracks the target for the specified duration.
This example dialogue UI looks similar to the speech bubble UI in the game Oxenfree.
This package adds a Replace Display Settings component that lets you use different display settings for a scene.
This Unity UI Bark Dialogue UI plays subtitles through the actors’ bark UIs instead of the dialogue UI’s subtitle text elements.
This package contains an example scene and short scripts to add support for dropdown choices in response menus.
This package contains a script, prefab, and example scene that demonstrates how to set up a Unity UI dialogue UI that logs the entire conversation so the player can scroll back through it during the conversation. For a variation that works more like a text messaging app: TextingLogUI_2016-09-21.unitypackage
This package adds a script (add it to your Response Menu) that navigates up and down buttons using the mouse scroll wheel.
This package contains an example script that demonstrates how to set up a dialogue UI that keeps both participants’ portraits onscreen and plays a half-fade animation on the listener’s portrait. Built in Unity 5.3.4 using Unity UI.
This package contains an example script that demonstrates how to switch to different UI panels mid-conversation. Built in Unity 5.3.4 using Unity UI.
Add this component to actors to show their subtitle lines in a specific color with Unity UI.
This package contains an example cartoon bubble dialogue UI in 2D.
This package contains two example conversations. The first demonstrates how to map the continue button and response buttons to keys and/or gamepad buttons. The second demonstrates how to set up navigation with auto focus.
This legacy Unity GUI dialogue UI script allows you to use unique fonts (or GUI Styles) for specific NPCs in conversations.
This Unity GUI dialogue UI script supports multiple NPCs with their own subtitle panels.
This example demonstrates how to integrate the Wit.ai speech recognition web service to make dialogue choices by voice. More info here.
This package contains an example scene that demonstrates voiceover narration. Bark Triggers (gray cubes) around the scene play barks through a Narrator GameObject.
This package contains an example scene that demonstrates a conversation in the style of Telltale games, with monologues, subtitles that play over the response menu, and timeouts. The dialogue is copyright Telltale Games and is used only for illustration purposes.
This package contains an example scene that demonstrates one way to implement skill checks in conversations. It registers a Lua function that allows conversations to call a C# method in an example PlayerSkills class.
This package contains an example scene that demonstrates how to set up simultaneous conversations. When the scene starts, an interactive conversation starts between the player and NPC1. Simultaneously, a bark conversation plays between NPC2 and NPC3.
This package contains an example scene with a quest (“kill 3 monsters”) that can succeed or fail (if you kill any of the farmer’s animals). To keep the package small, everything uses the Recon Troop model, but some are labeled “Monster” and some “Animal”. A Farmer gives out the quest, which is defined in one quest and one conversation. There are also two variables: MonsterKills and AnimalKills. IncrementOnDestroy components update these variables. The farmer’s conversation checks the values of both variables and updates the quest accordingly.
This package contains an example scene that demonstrates how to use the GameSaver component. The GameSaver is on the GameObject Canvas > GameSaver Panel. Buttons on the panel call the GameSaver’s save and load methods. The Dialogue Manager also has a script named RememberCurrentDialogueEntry that saves the player’s place in the current conversation and resumes the conversation at that point when loading games.
This package contains another example scene that demonstrates how to use the GameSaver component, and it also includes RememberCurrentDialogueEntry. It saves the current conversation when the player quits the application, and resumes the conversation from that point when the player starts the application again.
This example scene demonstrates how to use Easy Save 2 in a PlayMaker FSM to save and load games. Requires Easy Save 2 and PlayMaker.
This script and example scene demonstrate how to add a backtrack button to your conversations.
This package lets you get and set the time of day in Lua and cutscene sequences with Galawana Studios’ Day Night Controller. Updated 2015-04-03 to also update sun position.
This package contains an example scene and scripts that allow a conversation to open an Inventory Pro window and wait for the player to select an item. The conversation then branches based on the selected item.
This package contains an example for Action-RPG Kit. When the boss NPC gets below 20% health, it starts a surrender conversation.
This package contains an example scene for Realistic FPS Prefab. You must find a note with a code to get past a coded door the next level. This scene demonstrates note pickups updating quests and text input in conversations.
This package contains an example scene for Realistic FPS Prefab. It adds a readable book that’s configured using RFPS’s pickup interaction system. It runs a conversation through a custom dialogue UI. This version was updated 2016-05-02 for RFPS 1.23.
This adds proof-of-concept grenades to Realistic FPS Prefab. Not specifically Dialogue System-related, but many Dialogue System users also use RFPS.
This package adds a command Zoom2DWithReturn() that works like the Zoom2D() sequencer command except it returns to the original position afterward.
Contributor: Bruce Kimpel
This package adds iTween GUI effects to Unity GUI dialogue UIs.
This package contains updates for Unity UI support. It strips RPGMaker-style codes from response button text and lets you specify multiple random audio clips for the typewriter effect.
This package updates support for Hitbear’s Action-RPG Start Kit to better handle Mecanim-controlled PCs.
This package updates support for GamingIsLove’s Makinom v1.6.0 (which requires Unity 5.5.0+).
This package updates support for GamingIsLove’s ORK Framework v2.9.1 (which requires Unity 5.5.0+) and adds event steps for controlling quests.
This updated support package for Azuline Studios’ Realistic FPS Prefab adds:
- Save Position checkbox to FPS Lua Bridge. You no longer need Persistent Position Data or Persistent Smooth Mouse Look components on your FPS prefab.
- PersistentDeadBody and UnregisterNPCOnDestroy components for Azuline’s Realistic FPS Prefab, and removes a deprecation warning in Unity 5.3+.
This package updates support for SoumiDelRio’s S-Inventory. It fixes a bug with persistent vendors & item groups when changing scenes.
This updated support package for Opsive’s Third Person Controller adds:
- DamageEvent script: For triggering barks and other actions.
- Option to wait a specified number of frames before apply save/load data, in case your scripts need to do setup work on TPC first.
This updated support package for Adventure Creator adds a checkbox to the Adventure Creator Bridge that resolves a race condition when a dialogue entry with an AC() sequencer command is immediately followed by an entry that sets an AC-synced variable in its Script field.
This updated support package for ORK Framework updates the inventory-management Lua functions for ORK 2.8.0 so you can check, add, and remove weapons and armor in addition to regular items.
This updated support package for RT-Voice introduces a tool to generate audio files at design time (Window > Dialogue System > Third Party Support > RT-Voice > Save Audio Files…).
This updated support package for SoumiDelRio’s S-Inventory + Azuline Studios’ Realistic FPS Prefab:
- Fixed: Bug in which you could still equip a weapon even if you dropped the last one in your inventory.
- Fixed Allow Multiple checkbox on weapon pickups; when unticked, you can’t pick up multiple copies of a weapon.
- Fixed: Dropping extra copies of a weapon holstered the equipped weapon.
- Adds consumeSound field to consumable pickups and makes sounds audible.
This updated support package for Digital Native’s TextMesh Pro removes an API deprecation warning in Unity 5.3+.
This updated support package for Opsive’s Third Person Controller provides better transitions between TPC and Dialogue System control and adds a new sequencer command:
- TPCAbility(abilityName, [subject], [ignorePriority])
where abilityName is the script name of an ability (e.g., Roll), subject defaults to speaker, and ignorePriority specifies whether to obey or ignore ability priority rules (default true).
It also cleans up an issue in which TPC reports an error transitioning to “Upper Layer.Grenade.Use”. (The example scene now uses a different animator controller that has this state.)
This updated support package for PlayMaker adds:
- Pause and Unpause actions to pause Dialogue System activity.
- Load Level action was updated to get rid of API deprecation warnings in Unity 5.3+.
For Dialogue System 184.108.40.206:
This package contains an updated S-Inventory Realistic FPS Prefab sub-package with 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.
This package for TextMesh Pro adds an improved typewriter effect and removes API deprecation warnings in Unity 5.3+.
For Dialogue System 220.127.116.11:
This updated package for Adventure Creator support adds:
- Dialogue System Check Conversation Active action: Checks if a Dialogue System conversation is active.
- Dialogue Bark action: Added a checkbox to allow or disallow barks during conversations.
This updated package for Master Audio adds a new sequencer command: MAPlaySound(soundGroupName, [variationName], [volume], [pitch], [wait], [subject], [follow]).
This package updates support for RPG Kit 3.1.4 with two changes:
- Updates the item/inventory management Lua functions.
- Fixes UI texture references that were unassigned by the new version.
Due to changes in RPG Kit’s Loading scene, if you use a custom Loading scene you must follow the Setup Option #2 instructions to update your scene.
This updated support package for S-Inventory includes a fix for the Realistic FPS Prefab – S-Inventory subpackage and an updated example scene for RFPS 1.23. If you don’t use RFPS, you don’t need to download this updated package.
This update for UnityUITypewriterEffect adds an Auto Scroll Settings section to automatically scroll down for text that’s bigger than the view area.
For Dialogue System 1.6.0:
This package is updated for NJG MiniMap 1.6.2.
For Dialogue System 1.6.5:
This package updates the Adventure Creator Support package for Adventure Creator 1.52. (Note: AC 1.52 requires Unity 5.3.4+.)
This package adds Icon Conditions to the Overhead Icon UI component.
This package for Opsive’s Third Person Controller 1.3.2 adds saving and loading of health & shields, and a new TPCCameraState(stateName,[apply]) sequencer command.
For Dialogue System prior to 1.6.5:
This package updates the example scene for AC 1.51. The only thing that required updating was the example scene. No changes were necessary for Dialogue System actions or sequencer commands.
This package adds an NGUI Continue Button Fast Forward component.
This package updates the RFPS bridge script to also save the number of bullets left in clips in addition to the reserve ammo count that was previously saved.
For Dialogue System 1.6.2:
This package updates the Adventure Creator Alert, Bark, Conversation, Lua, and Sequencer Message actions so you can use parameters.
This page contain some UI tweaks to the RPG Kit Dialogue Manager prefab.
This package updates the SLATE Support package for compatibility with SLATE 1.2.6+.
This package updates the TPC Support package for Opsive’s Third Person Controller 1.3.
For Dialogue System 18.104.22.168 and earlier:
(Included in 1.6.2)
This package updates plyGame support for plyGame 2.8.5 and fixes Dialogue System events so each one is invoked separately.
This package updates the Realistic FPS Prefab Support package for RFPS 1.23. It’s built for the Dialogue System v1.6.2. In versions before 1.6.2, the example scene’s Feature Demo menu will appear on top of the new RFPS menu when you press Escape. To prevent this, disable the Feature Demo component on the Dialogue Manager. To update your 1.22 scenes, open them and select Window > Dialogue System > Third Party > Realistic FPS Prefab > Disable Gameplay During Conversations.
Updated Support Packages for v22.214.171.124:
Updated support packages to apply to the Dialogue System for Unity 126.96.36.199:
This package updates the Unity UI Typewriter Effect to eliminate a one-frame flash of text in certain instances, and to provide an option to restart the audio clip with each character. It also fixes a bug when using Include Invalid Entries with a positioned Buttons list.
This package updates the CSV Converter to handle multiline CSV rows with unterminated quotes. If Unity hangs when importing CSV files, import this. It works with any version of the Dialogue System.
This updated RPG Kit Support package updates the OpenShop() Lua function for RPG Kit 3.1.1+.
Updated Support Packages for v1.6.0:
Updated support packages to apply to the Dialogue System for Unity 1.6.0: (These are already included in 188.8.131.52.)
This updated package for NJG MiniMap Support handles API changes in NJG MiniMap 1.6.0+.
This updated package for S-Inventory Support handles a minor API change in S-Inventory that prevented persistent item pickups from recording that they were picked up. It works with any version of the Dialogue System and S-Inventory 1.24+.
This updated package for Text Mesh Pro Support updates the Text Mesh Pro versions of the dialogue UI and quest log window systems to include the same features as the latest equivalent Unity UI systems, and also now uses the same show/hide animation control that works gracefully with webplayer builds.
Updated Support Packages for v1.5.9:
This updated package for Unity UI support includes:
- Quest Log Window: Quest groups are now collapsible (if the quest group template has a Button element).
- Added Unity UI Ignore Pause Codes component for subtitle reminder lines.
- Typewriter Effect pause code durations are now configurable.
- UIs no longer force Time.timeScale=1 during animation.
This updated package for Cinema Director support includes:
- Added: Show Alert event.
- Improved: Visible events (alerts, barks, & conversations) now show stand-in messages during preview.
- Updated: Example scene now also demonstrates Show Alert and Start Conversation events.
This updated package for NGUI support includes:
- Quest Log Window: Quest groups are now collapsible (if the quest group template GameObject has a UIButton).
- Bark UI: Support for continue buttons.
This updated package for Rogo LipSync updates the example scene for LipSync 0.61.
This updated package for RFPS 1.22+ includes a new “Pause AI On Conversation” component. Add it to NPCs that the player can converse with.
This updated package is for Unitycoding’s RPG Kit v3.1.3+.