Production-ready node-based dialogue editor and runtime for Unity with launcher workflows, categories, localization tables, runtime settings, branching logic, validation, and Graph Jump support.Dialogue Graph System is render-pipeline independent for normal use. Editor tools run only in the Unity Editor. Runtime UI uses UGUI + TextMesh Pro, so it works with Built-in, URP, and HDRP.Clean projects also need Unity Vector Graphics (com.unity.vectorgraphics) for the editor icon system.Tested on 2022.3 LTS and Unity 6; supports 2021.3 LTS+.Dialogue Graph System — Visual Dialogue Editor for UnityCreate branching conversations in a tool designed to feel approachable on day one and structured enough for production.Dialogue Graph System combines a visual node editor, a centralized authoring workspace, built-in validation, localization tools, and a production-ready runtime UI. Author, organize, test, and ship dialogue without building a custom toolchain from scratch.Support and updates: Beka Forge | DiscordRequirements and import notesSupports Unity 2021.3 LTS, Unity 2022.3 LTS, and Unity 6.Requires UGUI and TextMesh Pro.Import TMP Essential Resources before testing the included demo and runtime UI.Why it stands outUnified workspace for Graphs, Characters, Actions, Variables, Context, Localization, Import/Export, and Settings.Graph metadata and categories for organizing larger dialogue projects.Cross-graph traversal for modular, reusable conversation structures.Localization tables, locale-key generation, and runtime language switching.Built-in validation for structural mistakes, missing links, variable issues, and authoring inconsistencies.Packaged runtime settings for text pacing, autoplay, audio, language, themes, and presentation preferences.Visual node authoringBuild conversations using typed nodes:StartDialogChoiceActionConditionSet VariableGraph JumpOutcomeEndUse Action nodes to invoke gameplay or UI logic. Branch from game state with Condition nodes, update runtime values with Set Variable nodes, and move between graphs with Graph Jump nodes.This supports modular conversations spanning scenes, reusable sequences, alternate routes, and larger narrative structures.Editor workflowThe GraphView-based editor includes:Pan, zoom, and minimap navigationAutomatic layoutGraph validationJSON import and exportSafe graph switchingPer-graph view-state persistenceReusable ScriptableObject definitionsGraph metadata and categoriesCharacters, actions, variables, environments, themes, and other supporting content can be managed as structured reusable assets instead of loose project data.LocalizationCreate and maintain localized dialogue using:Localization tablesGenerated locale keysMultiple language definitionsRuntime locale switchingLocalized speaker names, dialogue, and choicesLanguage-aware runtime presentationRuntime workflowThe included UGUI and TextMesh Pro runtime supports:Speaker names and portraitsTypewriter, fade, and word-reveal effectsChoices and branchingHistory/backlogAutoplay and skip behaviorPer-line audioThemesInput-aware navigationRuntime variables and conditionsVariable text injectionRuntime player settingsConnect conversations to quest state, relationship values, inventory, scene progression, or your own gameplay systems.Included contentFull runtime sourceFull editor sourceSample dialogue graphsPlayable demo sceneRuntime UI prefabsHistory/backlog UISample characters, actions, variables, environments, and themesLocalization examplesDocumentation, changelog, upgrade guide, and support resourcesAI ExtensionDGS Core 3.0.0 works independently and requires no AI service, provider account, API key, or internet connection for dialogue authoring and runtime playback.AI Extension 2.0 is not included in Core 3.0.0 and is coming soon as a separate optional extension.Technical Details (Key Features)Core architectureScriptableObject-based graph assets and supporting definition assets.Typed node model with Start, Dialog, Choice, Action, Condition, Set Variable, Graph Jump, Outcome, and End nodes.Runtime/editor separation through assembly definitions.GraphView-based editor surface and UGUI + TextMesh Pro runtime UI.Validation, schema safety, and import/export helpers designed for safer long-term project use.Launcher and editor systemsUnified main workspace for Graphs, Characters, Actions, Variables, Context, Localization, Import/Export, and Settings.Graph browser and organization support through metadata, categories, and reusable definition assets.Pan, zoom, minimap, auto-layout integration, undo/redo-aware editing, safe save flows, and per-graph view-state persistence.Validation panels with click-to-focus issue navigation.Localization and runtime settingsLocalization tables, locale key generation, runtime locale switching, and language selector workflows.Packaged runtime settings for text speed, reveal behavior, audio, auto-advance, theme selection, and language-facing presentation settings.Useful for projects that need multi-language dialogue and a shippable settings workflow without building extra UI from scratch.Runtime systemsDialogManager runtime entry point and UI controller workflow.Typewriter, fade-in, and word-by-word reveal effects.Speaker, portrait, choice, autoplay, skip, history/backlog, per-line audio, and theme support.Keyboard, mouse, touch, gamepad, and XR-aware navigation support.Variables, actions, and branchingDialogueVariableStore plus DialogVariableSO definitions for bool, int, float, and string variables.Condition operators for branching from runtime state.Set, Add, Subtract, Toggle, and Clear String mutation workflows.Action nodes with payload JSON, wait-for-completion logic, and coroutine-capable handlers.CompatibilityUnity 2021.3 LTS or newer.Known Import Note:In Unity 2021.3, temporary compiler errors may appear after the first import. If this happens, run Assets → Reimport All once.Tested in the project workspace on Unity 2022.3 LTS and documented as compatible with Unity 6.Requires TextMesh Pro and UGUI. Uses Vector Graphics for editor icons.Render-pipeline agnostic for Built-in, URP, and HDRP because the package is primarily tooling and UI focused.I used AI-assisted tools during development to support API brainstorming, C# editor code refactoring, code comments, documentation drafts, changelog text, and example JSON snippets. I also used AI-assisted workflows for some early marketing material concepts, which were then manually edited and finalized.All AI-assisted output was manually reviewed, edited where needed, and tested before inclusion.The package itself does not include or require AI/ML at runtime. It does not ship model weights, does not collect data, and does not call external AI services as part of the core Dialogue Graph System package. All included code and assets are original or properly licensed, and third-party notices are included where applicable.




