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Runemark Dialogue System

Discussion in 'Assets and Asset Store' started by Runemark, Feb 27, 2018.

  1. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    AssetStore Large Image.png
    The Dialogue System is a node based visual editor. With it you can create interactive dialogues fast and easy. The system helps you to make not just a simple dialogue, but a complex branched conversion without writing a line of code. Our goal was to make a non-programmer friendly solution, with maximum flexibility.

    Follow us for updates and news:
    website | facebook | twitter | youtube

    1 - Visual Editor.png 2 - Complex Graphs.png 3 - Skin System.png 4 - Demoscene.png
    Framework
    - Dynamic branched conversations with multiple choices.
    - Complex conditions or logic without scripting
    - Random node, that you can use for everything.
    - Local and Global variables
    - Custom event and Event call nodes.
    - Retargetable Dialogue Graphs

    Additional Features
    - Built-in and customizable Save & Load, even without scripting
    - Detailed User Documentation in pdf
    - Well commented C# scripts
    - Full source code (no DLLs)
    - Example Scenes​
     
    Last edited: Apr 9, 2019
    lightwaterjohn and Gregorik like this.
  2. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    Frequently Asked Questions

    Is it possible to play an Animation from the Dialogue Graph? [Video]
    Yes. Although the Dialogue System doesn't have built-in node for animator component yet, it's very easy to achive this with the Call Event node. Even without writing a single line of code. Check the youtube video!

    Does it have built-in Localization or does it support any 3rd party asset?
    Not at the moment (version 2.0). But I'm planning to add built-in solution in 2.1.
     
    Last edited: Mar 28, 2018
  3. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    [reserved]
     
  4. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    Released in the Asset Store!
    I also uploaded a version for Unity 5.6 support, it's in pending status right now, waiting for Unity Team to allow it.

    Check out the first tutorial video too. (This is also my first ever tutorial video, so sorry for the quality.)

     
  5. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    Q&A mini-tutorial about how to play an animation from the Dialogue Graph.
     
  6. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    In this tutorial you can learn how to set Actor Name and Portrait, how to create conversation with multiple participants. Also I'll show you how to use voice over audio clips for Actor text, and for player answers as well.
     
  7. lightwaterjohn

    lightwaterjohn

    Joined:
    Nov 29, 2017
    Posts:
    10
    Would be great to see a short video showcasing some of the key features. I also see it's on sale 70% off
     
  8. Daniel-Talis

    Daniel-Talis

    Joined:
    Dec 10, 2011
    Posts:
    356
    Does this dialogue system work with Oculus VR?
     
  9. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    Hey Daniel!
    I can't see any obstacle to work it with VR, I didn't tested it though (don't have VR yet). It uses the Unity built-in UI elements.
     
  10. Runemark

    Runemark

    Joined:
    May 23, 2013
    Posts:
    130
    2.2.0 - Localization (Work In Progress)
    Localization or multi-language support was the most asked features since I released the asset. I understood the importance of this feature, but I don't really know how to implement it in the right way.
    I worked with the 3D Game Kit in the previous months, and that asset gave me a pretty good idea how should I do it.

    Let me show you what I achieved. The feature is still in WIP state, some parts might change until release.

    I'm using a new type of scriptable object: Translated Dialogue Graph. After you create it, you can assign an existing Dialogue Graph as an Original.
    Localization 1.jpg

    The Translated Dialogue Graph will collect all the Text Nodes that exists in the Original Dialogue Graph.
    You can see on the image below my first attempt for the UI design.
    The TextNodes are listed on the left side of the window.
    Clicking on them will open the editor on the right side.

    Here you can write the translation for your Text and for your answers on the TextNode. You will need one Translated Dialogue Graph per Language.

    2.jpg

    I also started to work on a Language Editor, where you can manage your languages. This will be another Scriptable Object, that should live in your Resources folder.

    3.jpg
    Setting the language from a code would look something like this, but I'm planning to create a component to make this for the non-coders easier.

    Code (CSharp):
    1.  LanguageDatabase.Instance.CurrentIndex = 1;
    Questions and suggestions are more than welcome! :)