
Branching dialogue system with conditions, variables, and events — no coding required.The ObsessiveTools: Dynamic Dialogue System is a plug-and-play dialogue framework for Unity that empowers you to create rich, branching conversations with conditional logic, variable tracking, and gameplay integration — all without writing a single line of code.Design immersive character interactions where player choices matter. Dialogue branches can be gated by quests, inventory, stats, or custom variables, making every conversation dynamic and reactive. Dialogue is managed through a clean ScriptableObject-driven setup, supported by prefab-ready UI and full localization support.Perfect for RPGs, adventure games, or any narrative-driven project.Modular Design — Built entirely on ScriptableObjects for flexible, reusable dialogue treesBranching Support — Link nodes with optional conditional branchesCondition System — Evaluate quests, variables, or inventory states dynamicallyVariable Tracking — Store decisions and use them later to alter future dialogueUI-Ready — Drop-in UI prefabs for dialogue panels and player choicesCharacter Profiles — Customize each speaker with a name, portrait, and styleEvent Hooks — Trigger UnityEvents during dialogue for deeper gameplay integrationTimed Choices — Enable countdowns for pressure-based decision makingLocalization — Easily adaptable to support multiple languagesIntegration-Friendly — Works seamlessly with quest systems, inventories, and custom eventsDocumentation — Full PDF and in-Unity tooltips for setup and usageAI assistance was used only to refine the wording of written documentation and marketing copy.All gameplay logic, C# scripts, prefabs, editor tools, architecture, and UI elements were fully authored, tested, and optimized by me. The quest system’s functionality, integrations, and asset structure are original work and have been built from scratch for this package.