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Dialect

Write the conversation as a graph. Keep the presentation in your game.

A Unity dialogue package that combines visual authoring, runtime events and Localization without locking the project into a predefined dialogue UI.

Release Unity Localization License

Why Dialect? · Installation · Workflow · Documentation


Authoring and Presentation Stay Separate

A dialogue graph should describe the conversation: what is said, which choices are available, what conditions must pass and where the flow continues. It should not decide how a particular game draws a portrait, animates a textbox or handles input.

Dialect keeps that boundary explicit. Conversations are authored visually and imported into a runtime representation. DialectDirector executes the flow and reports what happened through events, leaving the project free to present dialogue in its own style.

Visual conversation flow
Dialogue, choices, conditions, actions and endings remain readable as connected authoring nodes.
Project-owned UI
Runtime events provide the content; the game decides how that content looks and behaves.
Localization-ready
Dialogue content integrates with the Unity Localization package instead of inventing a parallel text system.
Extensible behavior
Conditions and actions connect conversation flow to project-specific state without hard-coding it into the editor.

Installation

Requires Unity 6000.0 or newer. The Localization dependency is declared by the package. Graph authoring is provided by the Unity Editor and does not require a separate Graph Toolkit entry in package.json.

In the Package Manager, choose Add package from git URL and paste:

https://github.com/Natteens/dialect.git

Or declare it in Packages/manifest.json:

{
  "dependencies": {
    "com.natteens.dialect": "https://github.com/Natteens/dialect.git"
  }
}

Pin the dependency to a release tag for reproducible installs.

Basic Workflow

  1. Create a Dialect graph asset.
  2. Build the conversation from dialogue, choice and control-flow nodes.
  3. Save the graph so its runtime data is imported.
  4. Assign the result to a DialectDirector.
  5. Connect the director events to the project's dialogue presentation.

The graph owns conversation structure. The scene owns UI, animation, audio and gameplay reactions.

Documentation

Graph authoring, director integration, custom actions, conditions and Localization are covered in Documentation. Those guides hold the detailed workflow so this page can stay focused on the package's role and boundaries.

See the changelog for release history and compatibility notes.

License

MIT. See LICENSE.md.

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A modular, graph-based dialogue framework for Unity with full localization support and editor integration.

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