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Free Asset for creating referenced SO dialogue nodes for dialogues.

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Dialogue Editor (Unity)

Options

Prerequisites

  • Unity 6000.3.2f1 - but it might work on older versions too, I have started on pre-6 versions.
  • Odin Inspector

How to start Dialogue Editor

In the Unity main frame find Tools/Dialogue Editor/Editor and start it.

A modular dialogue editor built on top of Unity Experimental GraphView, designed for creating complex, branching dialogue flows while remaining lightweight and extensible.

The editor allows you to visually compose dialogue graphs made of interconnected nodes, which are serialized into ScriptableObjects. Each node holds direct references to its connected nodes, making runtime evaluation straightforward and fast.

Features

  • Graph-based dialogue authoring using Unity Experimental GraphView
  • Three node types:
    • Dialogue Node (NodeSO) – contains the dialogue text and core dialogue data
    • Conditional Node (ConditionalNodeSO) – evaluates conditions based on attributes, skills, or other enum-driven values
    • Relay Node – purely visual helper node for keeping complex graphs readable
  • Data-driven architecture – dialogues are stored as ScriptableObjects with explicit node connections
  • Optional node settings system – nodes can define visibility or availability rules (e.g. required skills, attributes, items, intel, or previously visited nodes)
  • Scales from simple to complex – advanced features can be completely omitted for basic dialogue use cases

Toolbar Toolbar with many options - saving graph, converting graph to ScriptableObjects, loading graph, number of logical errors in graph, clear/reset buttons and search field.


Graph
Various elements available to add to graph.


Options
Options possible to set on Dialogue (NodeSO) Node, such as Consequences (add something to player, trigger something - trade, quest, attack...) or Visibility - if node is available as option (if player had met requirements).


Speaker
Speaker Type as Player


Graph
Example of branching


Accessibility
Example of adding Consequence/Visibility


Indicator
Indicator showing, that node has extra setting for its accessibility.


Design Philosophy

The editor is intentionally modular. Advanced dialogue logic (conditions, requirements, visibility rules) is optional and can be removed entirely if not needed. This allows the tool to stay lightweight for simple projects while still supporting complex narrative structures when required.

The system was extracted and refactored from a production codebase and is released for adoption under the MIT license.

License

MIT

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Free Asset for creating referenced SO dialogue nodes for dialogues.

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