Search Unity

Conversations - A general purpose node-based chat system for Unity.

Discussion in 'Assets and Asset Store' started by IntuitiveGamingSolutions, Sep 1, 2022.

  1. IntuitiveGamingSolutions

    IntuitiveGamingSolutions

    Joined:
    May 29, 2022
    Posts:
    73
    Conversations - A general purpose node-based chat system for Unity

    Asset Store Page
    WebGL Demo - A Chat with Robot Kyle (Included Demo)
    WebGL Demo - Start Chat On Trigger
    Getting Started

    How is this different from the other dialogue systems?
    • ✔️ Conversations is a dialogue system with a unique workflow that enables developers to create complicated conversations without having to write even a single line of code using a powerful component and editor-event driven design.
    • ✔️ Conversations is developer friendly, It also provides a powerful interface design and scripting API to enable developers looking to make even more complicated conversations the ability to do so using simple C# scripts.
    • ✔️ The asset features a powerful Unity editor event driven workflow that allows you to subscribe to events that are invoked whenever a Chat node is reached or a response is given.
    • ✔️Automatic chat skipping.
    • ✔️Click-through conversations and wait for signal nodes.
    • ✔️Tag-based substitution replaces <$tagname> with bool, int, float, double, or stirng value
    • ✔️ Conversations is provided at an extremely competitive price, why waste your time learning custom scripting languages or overly complicated workflows all the while overpaying? For what many people make in only a single hour of work you can have a powerful Unity event driven solution to conversations in your game at a low price.
    • ✔️ Conversations doesn't try to do too much, it is a powerful conversation system without bulky and unwanted extras. The event driven design makes it easy to integrate it with other assets & systems in your game.
    • ✔️ Perfect for NPC conversations or visual novels.
    .Quick setup!
    1. Make a dialogue graph by navigating in the Editor toolbar to: Assets->Create->Conversations->DialogueGraph
    2. Add a ChatActivator to the GameObject you want to initiate conversations with.
    3. Add a Chattable component to whatever GameObject you want to chat with, set the Chattable's dialogue graph reference to your newly created dialogue graph from step 1.
    4. Use one of the many provided triggers or 'invokers' to make ChatActivator start a conversation with your Chattable. (See documentation 'Getting Started' or the provided demo scenes for details.)
    Why waste your time? implementing conversations yourself when you can get this complete solution for as little as many people earn in 1 hour of work.

    Well documented. comes with a demo scene, hand-written documentation, and a generated API reference.
    Completely decoupled UI. Allows you to use the provided UI scripts as is, or you may modify them. Easily change the look of the UI in the Unity Editor without code.

    Visual Novel Style Demo

    • Included demo lets you walk through an animated visual novel style interaction.
    • Code-free! all demo conditions (except for 2 for demo purposes of scriptable conditions), events, stat changes, and sequences are done without a single line of code.
    • Shows off all components except ChattableBranchConditions (although the ChattableResponseConditions demo is nearly identical usage).
    • Shows off 'Go Back' support that automatically unmodifies stats that are modified through the chat system.
    • Have a conversation with "Robot Kyle"!
    • Stats, name tags, and more!
    Other Assets:
    Fade Effects - A complete fade effects solution for Unity (screen fade, object fade, fade camera obstructions, & more!)
    Damage System - An advanced damage and weapon system for your game.
    Game Movement - A fully-featured, modular movement system for almost any kind of game.
    Editor Physics Simulator - Simulate and record physics in the editor.
    Editor Animation Freezer - Freeze Animators at a specific frame in an animation.
    Console Commands & UI - Console commands & UI panels for Unity.

    Documentation:
    API reference
    Documentation

    *Poses were created using Editor Animation Freezer.*

    *Do not hesitate to email questions, concerns, suggestions, or comments to
    intuitivegamingsolutions@gmail.com*
     
    Last edited: Sep 13, 2022
  2. IntuitiveGamingSolutions

    IntuitiveGamingSolutions

    Joined:
    May 29, 2022
    Posts:
    73
    v1.0.1 has been published to the Unity store and is pending review.

    Changelog:
    • Support rich text, automatically remove rich text tags when displaying chat or response text in component inspectors.
    • Add start chat on trigger demo.
     
  3. IntuitiveGamingSolutions

    IntuitiveGamingSolutions

    Joined:
    May 29, 2022
    Posts:
    73
    v1.0.1 is now live!
     
  4. IntuitiveGamingSolutions

    IntuitiveGamingSolutions

    Joined:
    May 29, 2022
    Posts:
    73
    New release discount is now over, thank you to all of the early adopters.

    We have published a new update (9/13/2022) v1.1.0, it is pending curation.
    Here is the change-log:

    v1.1.0
    Added

    • Add SkipChat component that lets you easily allow users to skip wait signal nodes via UI buttons or any other method. Supports various interrupt modes, see SkipChat.cs for code.
    • Add ChatActivator.ContinueFromWait().
    • Add events ChatActivator.WaitNodeReached and ChatActivator.WaitNodeLeft (useful for toggling for example a click-screen-to-continue chat button.)
    • Add ChatActivator.WaitingForNode that tracks wait nodes.
    • Add WaitForSignal node that holds up a conversation til it receives a signal via it's public method WaitForSignal.Signal(ChatActivator).
    • Add SubstituteText component.
    • Add SubstituteText optional field to ChatActivator, substitutor, that substitutes tags for text when ChatActivator.FormatText(...) is invoked.
    • Add ChatActivator.PreTextFormatted C# event that takes a string reference and allows subscribers to modify text before it is formatted (before substitutions are made, etc.)

    Fixed
    • Fix Chat node not being triggered on starting chat node and on going back using ChatHistory component.

    Changed

    • ChatActivator.FormatText(...) is now expected to be invoked before chat/response text is displayed. (See modification in ChatPanelController.cs)
    Improved
    • Documentation.pdf
    • Updated APIReference.pdf
     
    Last edited: Sep 15, 2022
  5. IntuitiveGamingSolutions

    IntuitiveGamingSolutions

    Joined:
    May 29, 2022
    Posts:
    73
    v1.1.0 is now live!

    New minor update coming soon (v1.1.1):
    - New sample UI that includes screen-centered response buttons and working buttons, not just the back button this time: skip and auto continue chat buttons are implemented too. Sleeker all-black look.
     
    Last edited: Sep 20, 2022
  6. IntuitiveGamingSolutions

    IntuitiveGamingSolutions

    Joined:
    May 29, 2022
    Posts:
    73
    v1.1.1 is now live!
    • Fix major bug in ChatHistory system introduced in v1.1.0.
    • SampleChatPanel02 prefab and relevant prefabs. A sleek looking visual-novel style panel that implements SkipChat, AutoContinueChat, ChatHistory, and new ChatPanelController improvements.
    • Major improvements to ChatPanelController.cs, now lets you have responses in separate prefab instead of nesting in chat panel if desired.
    • Add EndOfChat interrupt mode to AutoContinueChat and SkipChat components (new default).
    v1.1.2 has been published and is pending review!
    • Add direct-string replacement to SubstituteText component instead of property/field dropdown when no replace with object is referenced.
    • Update Documentation.pdf to v1.1.2

    Our focus for this asset will now move from functionality to improving the playable demos and making a series of video tutorial showing how each component/feature is used.
     
    Last edited: Sep 20, 2022
  7. IntuitiveGamingSolutions

    IntuitiveGamingSolutions

    Joined:
    May 29, 2022
    Posts:
    73
    v1.1.4 is now live!

    v1.1.4

    • Fix all 'get sorted nodes' methods in DialogueGraph not working properly when starting node, or chat node has no responses and uses 'output' port.
    • Fix component chat/response text messing up inspector in text with new lines.
    • Use unordered node lists in components like ChattableEvents.
    v1.1.3
    • Add new Chat.title field, supports SubtituteText component subtitutions.
    • Add demo ChatTitleController component that can be added to chat panel to display chat title. (Source code provided in ChatTitleController.cs in case you want to change to TextMeshPro, etc.)
    • Add 'visibility icon' demo, added icon to SampleChatPanel02.
    • Convert SampleChatPanel02 to use demo component ChatTitleController instead of demo component FriendLabelController.
    These updates add built in Chat node titles, quality of life improvements, and some important bug fixes which bring v1.1.x to a state where it is ready to make complicated conversation based games. If you are using an older version of v1.1.x it is recommended you update as this is a heavily tested build that fixes some important issues introduced with the changes brought in v1.1.0.

    Versions prior to v1.1.0 do not necessarily need to be updated if you do not want the new features however it is recommended you use the new version anyways for the latest and greatest features.