The Dialogue System v1.4.7 has been released! You can download it right now on the Pixel Crushers customer download site. (Contact us with your invoice number if you need access.) It should be available on the Asset Store in a few days.

You can now start a conversation from any dialogue entry.

“Folders” for conversation grouping is an old feature but one that some users aren’t aware of. If you want to organize your conversations in groups, you can use forward slashes in titles, such as “Level 1/Commander”, “Level 1/Radio Barks”, and “Companions/Romantic/Nadia/In Barracks”. The slashes will act as submenus in the dialogue editor and conversation trigger pop-up menus.

Version 1.4.7

Core

  • Improved: Added optional initial dialogue entry ID parameter to DialogueManager.StartConversation().
  • Improved: Added optional layer parameter to AnimatorPlay() and AnimatorPlayWait() sequencer commands.
  • Improved: Added LevelManager.LoadLevel() method; the LoadLevel() sequencer command uses it if available.
  • Changed: Removed obsolete UnityQuestLogWindow class (use UnityGUIQuestLogWindow instead)
  • Fixed: (Unity GUI) Fixed a positioning bug with nested panels when Clip Children is unticked.

Third Party Support

  • Action-RPG Starter Kit: Added syncing of equipment and skills. Added DSTeleporter.
  • articy:draft: Added option to convert flow fragments to conversation groups. (This is now the default.)
  • Cinema Director: Added ability to load from asset bundles. Added Bark, Lua, & Start/Stop Conversation events.
  • Realistic FPS Prefab: Added DialogueSystemOnPickUpItem.
  • RPG Kit: Updated to count all inventory items.