Updated support packages for 2.1.2
Adds OnSelect, OnDeselect, and OnUse events to Usable.
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. Updated 2017-11-29 to handle entities whose technical names start with Chr or Itm.
This is a complete menu framework for the Dialogue System 2.0+ and Unity 5.6.0+. See also: Documentation.
The Textline project template is a mobile-style game that plays out like a series of text messages (similar to Three Minute Games’ Lifeline series). It’s built on the Menu Framework, so please also import the Menu Framework (above). See also: Documentation. Demo.
This Visual Novel framework is a free add-on for the Dialogue System. Requires: Unity 5.3.6+. See also: Documentation. Requires Dialogue System for Unity 2.0.1+.
This Choose-Your-Own-Adventure framework is a free add-on for the Dialogue System. Demo. (Sorry, haven’t built a WebGL version yet; this is the webplayer version.)
This scene (different packages for version 2.x and 1.x) 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 package contains a script and example scene that adjusts the NPC’s subtitle text typewriter speed to match the audio clip length.
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.
This package adds an Auto Save Load component that automatically saves the game when quitting and reloads it when resuming play. (Note: Now included in version 2.x.)
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 script to save and load UMA Dynamic Character Avatars’ wardrobes (i.e., current outfits) in saved games and across scene changes.
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 package contains a new sequencer command: SwitchUI(name) that allows you to switch dialogue UIs mid-conversation.
This example dialogue UI works similarly to Firewatch; left shift opens response menu, mouse wheel selects responses. (DS 2.x)
This example dialogue UI works similarly to the smooth-scrolling UI in Subsurface Circular. Updated 2018-07-11. (DS 2.x but uses Unity UI Dialogue UI)
This example dialogue UI looks similar to the speech bubble UI in the game Oxenfree. (DS 1.x)
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 that demonstrates how to use Override Dialogue UI Controls to use different subtitle panels for each actor.
This package contains an example cartoon bubble dialogue UI in 2D. If you prefer a screen-space version that runs on the player rather than the conversant (NPC or interactable GameObject), also import this example: BubbleUIScreenSpace_2017-05-11.unitypackage
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 package contains an example two-panel quest log window. The left panel shows selectable quest titles. The right panel shows the details of the selected quest. Made in Unity 2017.1.
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 simple example shows how to trigger barks (which could just as easily be conversations) with a mouse click, on trigger enter, or using Proximity Selector.
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. (Example for version 1.x)
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 and script that lets the player “discover” NPC names during conversations. The script adds a Lua function that reveals the NPC’s name so it updates in the dialogue UI’s portrait name.
This package contains an example scene that demonstrates how to show a tooltip and activate a GameObject when hovering over response buttons.
This package contains an example scene based on the Quick Start Tutorial that replaces the player’s soldier model with the Standard Assets FirstPersonController.
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 script and example scene demonstrate how to set up interjectable conversations in which the NPC keeps talking and the player can opt to choose responses that appear and disappear during the NPC’s speech.
This script returns the actor IDs involved in a conversation.
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.
Pressing Corgi’s action input to close conversation (if continue button or response menu uses same input) no longer causes ConversationZone to restart conversation.
Updated for UniStorm 3.01.1.
Updated support packages for 2.1.0: Corgi, i2 Localization, NGUI, uMMORPG, uSurvival, Selector/ProximitySelector
Updates Corgi Platformer support: If ConversationZone is already running a conversation and Allow Simultaneous Conversations is ticked, activation button no longer restarts the conversation.
Updates support for i2 Localization 2.8.11.
Updates NGUI support: Quest tracker HUD now only shows active entries, optionally plus completed entries.
Updated for uMMORPG 1.152.
Updated for uSurvival 1.29. If you’re still on uSurvival 1.28, use the button below instead.
Updated for uSurvival 1.28.
Updates Selector & ProximitySelector to observe DialogueManager.getInputButtonDown delegates. Fixes a bug with SelectorUseStandardUIElements when using StandardUsableUI components on Usables. Adds SelectorFollowTarget support to Standard UI.