Lightweight node-based dialogue system for Unity. Author branching graphs, ship a polished UGUI/TMP runtime (typewriter, skip, autoplay, history), and trigger gameplay with action nodes and handlers.Compatibility• Unity 2021.3 LTS or 2022.3 LTS+ or (tested on Windows)• Editor UI: UI Toolkit / GraphView (Editor only)• Runtime UI: UGUI (Canvas)• Scripting: .NET 4.x; C# 9+ compatibleDialog Graph System is a production-friendly pipeline for authoring and playing dialogue in Unity. Design conversations with an intuitive graph editor (typed nodes: Start, Dialog, Choice, Action, End), style editor nodes via USS, and ship a polished UGUI + TextMeshPro runtime with typewriter, skip, autoplay (icons), per-line audio/display time, and a history/backlog overlay. Use the Action Runner with UnityEvents or coroutine-based **IActionHandler**s to trigger gameplay and optionally block dialogue until actions complete. Import/export graphs to JSON for backups, version control, or AI workflows; sample conversations ship as ScriptableObject graphs.HighlightsGraph Editor (Editor-only): Typed nodes (Start/Dialog/Choice/Action/End), entry enforcement, choice & auto-next ports, fixed node width, minimap, character sidebar, safe Save Graph prompt, JSON Import/Export window.Polished Runtime (UGUI/TMP): Typewriter, skip line/all, autoplay with play/pause icons, per-line audio & display time, robust history overlay that pauses the flow.Actions System: Action Nodes with actionId, payloadJson, waitForCompletion, waitSeconds; DialogActionRunner supports Global/Per-Conversation sets, UnityEvent bindings (fire-and-forget) and async **IActionHandler**s (blocking).Two Demo Scenes: DialogDemo (dialog-only) and ActionDialogDemo (action chains, blocking handlers).What’s IncludedScripts: Runtime (manager, action runner, UI bridge, history, models, utils), Editor (graph window, JSON I/O, node views), interfaces (IActionHandler), demo handlers.Prefabs: DialogUI_Panel, Choice_Btn, history views.Resources: Conversation graphs (ScriptableObjects), UI sprites, USS (editor styling), demo audio.Docs: README, CHANGELOG, font license (OFL).RequirementsUnity: 2021.3 LTS or newer (Editor uses UnityEditor.Experimental.GraphView)Packages: TextMesh Pro, UGUIQuickstartOpen Tools → Dialog Graph Editor, create a graph (Start → Dialog → Choice/Action/End).Add DialogManager + DialogUI_Panel to your scene and assign references.(Optional) Add DialogActionRunner and configure Global/Conversation sets.Add your graph to the manager list and call:DialogManager.Instance.PlayDialogByID("YourDialogID");Try DialogDemo and ActionDialogDemo to see everything working.Runtime EventsOnLineShown(string nodeGuid, string speaker, string text)OnChoicePicked(string nodeGuid, string choiceText)OnConversationReset()Technical details (Key Features)Typed node model: Start, Dialog, Choice, Action, End (clean traversal & rendering).Graph Editor (GraphView): minimap, pan/zoom, undo/redo, entry enforcement, choice/auto-next ports, character sidebar, USS-styled nodes, safe save prompt.JSON Import/Export: round-trip conversations; great for backups, VCS, and AI workflows.Runtime UI (UGUI/TMP): typewriter, autoplay (icon toggle), skip line/all, choices, per-line audio & display time, history/backlog overlay.Action system: DialogActionRunner with Global/Per-Conversation action sets; UnityEvent bindings (instant) and coroutine **IActionHandler**s (blocking); supports actionId, payloadJson, waitForCompletion, waitSeconds.IActionHandler interface: bool CanHandle(string actionId) + IEnumerator Handle(string actionId, string payloadJson); plug-in gameplay actions that can pause dialogue until done.PayloadHelper utilities: merge JSON into typed payloads; getters for int/float/bool/string; color/vector parsers; token interpolation.Samples: DialogDemo (dialog-only) and ActionDialogDemo (action chains & waits).Clean assemblies: Runtime/Editor asmdefs, namespaces; works with any render pipeline; no third-party deps.I used AI as an assistive tool during development. Specifically, I used ChatGPT to brainstorm APIs, refactor and comment C# editor code, draft documentation/changelogs, and generate/example JSON snippets. I also used AI-assisted design to create some marketing media (icon/cover/overlay templates), which I then edited and finalized. All AI outputs were manually reviewed, rewritten where needed, and fully tested by me.The package itself does not include or require AI/ML at runtime—no model weights, no data collection, and no calls to external AI services. All in-package code and assets are original or properly licensed, and a ThirdPartyNotices/License file is included where applicable. (A future Pro edition may add optional LLM-based JSON generation, but that is not part of this submission.)