Create deep meaningful conversations with ease. With a host of tools, systems and easy integration it's never been easier to bring your stories to life as you imagined.DIALOGUE-SYSTEM is designed to allow anyone to create complex diagloue for their projects; be the Open World RPGs, narrative driven games or simulations. No need to code, easy setup and endless possibilities.Documentation | DiscordThis works great and out of the box with CIVIL-AI-SYSTEM, having both allow for no code deep detailed scenes to support your imagiation and project.World Class SupportNever alone when using CIVIL-AI-SYSTEM, any problems feel free to reach out on discord and it will get sorted and advice will be given if wanted. The wiki also provides guides, interfaces and a host of other useful features to help you get the most out of this tool.Endless Integrations & ExtensionsAs it been developed with best practices it is easy to extend and expand at ease! Most systems have interfaces and separated concerns meaning easy switching out of parts. Gives you the user the freedom to extend and change as you see fit with minimum merge conflicts between versions. There are also supported integrations out of the box.Supported Integrations (No Code changes)- uLipSync- CIVIL-AI-SYSTEM- CinemachineWriting dialogueTwo ways to write conversations — a visual drag-and-drop node graph for people who think visually, and a plain-text script format for people who'd rather type. Both complete systems so choise whichever one suites bestA dedicated text editor with spellcheck-style error highlighting (missing links, dead ends, duplicate names) and autocomplete, so writers never have to touch the node graph if they don't want to.Reusable conversation "pieces" — a line of dialogue can bundle text, a sound clip, an animation, a mood/emotion, and a camera instruction together.Conversations can call other conversations, like a function call — jump to another tree and come back to exactly where you left off. Allows you to build more complex systems without having to repeat yourself.How a conversation plays outTwo conversation modes: one where the player looks at an NPC and talks directly, and a separate "background" mode where two NPCs can have a conversation with no UI popping up — allows your NPCs to bring even more life into your scene.Smart pacing — a line can wait for a button press or auto-advance after a set time (with a visible countdown), and timing is calculated automatically from how long the voice line or animation actually takes.Never gets the player stuck — if a conversation would end with no valid options, it automatically recovers or closes gracefully instead of freezing. In the editor it also provides a warning for easy debugging.Branching choices & logicReal "if this, then that" logic — gate a line or option behind conditions, and combine multiple conditions with AND, OR, and NOT, nested as deep as you like (e.g., "show this option if the player has the key AND [it's night OR the guard is asleep]").A built-in library of conditions: whether the player is carrying a specific item (or enough of it), what time of day it is, and values stored in a shared memory system.A "memory" system for NPCs and the player — the game can remember facts like "already met this NPC," "reputation level," or "quest flag set," and dialogue can read or write it.Whole conversations can swap based on story progress — an NPC has one conversation before a quest and a different one after, picked automatically.Token index system — Put placeholders in text and have them replaced with values during conversation from a series of different systems.Multiple languagesBuilt-in translation support for text and voice lines — write dialogue once, then a tool automatically finds every line in the game and builds a translation table for translators to fill in.Language can be switched at runtime — ready to be wired to a settings-menu language picker.Camera & cinematicsThe camera directs itself — it automatically picks shots like a film editor: an establishing shot when a conversation starts, over-the-shoulder framing when the speaker changes, close-ups during emotionally intense lines, and it avoids repeating the same shot too many times so nothing feels static.Writers can also manually direct specific shots for scripted dramatic beats.Built on Unity's industry-standard camera tool — smooth crossfades between shots, and the camera automatically avoids clipping through walls or furniture. Don't want to use cinemachine? Change it out with ease.A first-person "look at them" mode that smoothly turns the player's own camera toward the speaker, and politely backs off if the player tries to look around themselves.Lip syncNPC mouths can move in sync with what they're saying, by connecting to two well-known lip sync tools — the dialogue system automatically tells them when to start and stop.NPCs talking to each other on their ownNPCs can start conversations with each other without you scripting it — they can sense whether they can see each other, whether they're close enough, or whether someone nearby is already having a conversation worth listening in on. If conditions are right, they'll just start chatting, with a cooldown and random chance so it doesn't happen constantly. All editable by the UI.On-screen presentationA skinnable conversation UI — swap one settings asset and the whole look of the dialogue box changes project-wide, no code required.Floating text above an NPC's head as an alternative or companion to the dialogue box.Mood-driven idle animations — an NPC can play a different idle animation based on their current emotional state.World integration & controlConfigurable rules for what happens when a conversation starts: should the game world pause? Should the player lose movement/look control? Should walking away end the conversation automatically? Each is a toggle.Plugs into the save system — flags, relationship values, and other memory set during dialogue persist through save/load. Don't want to use the built in save system? All good switch it out with ease.Fires events other game systems can listen to — a conversation starting/ending, a line being shown, an option being picked — so quests, achievements, or analytics can react without being built into the dialogue system.Built as a self-contained module — it doesn't assume any other system exists, so it can be reused in a different project on its own.Bonus depth: if you also have the CIVIL-AI-SYSTEM simulation systemThese aren't required to use the dialogue system, but if the project has CIVIL-AI-SYSTEM NPC-simulation layer (needs, jobs, schedules, population), the dialogue system plugs straight into it for extra depth:Dialogue can react to what an NPC is actually doing right now — is it hungry, tired, working a specific job, or mid-task? A conversation can check any of that and change what's said.The self-triggering NPC-to-NPC conversations above become simulation-aware too — an NPC's willingness to strike up a chat can depend on its current need or job state, not just proximity/sight.Entering a conversation correctly pauses an NPC's simulated routine (walking to work, eating, etc.) and resumes it cleanly afterward, so dialogue never fights the simulation for control of the character.**PLEASE NOTE - MUST READ BEFORE BUYING**This package does not include any animations, models or textures/materials except for some basic Unity Starter Projects ones, these are used under the Unity Companion License. It does include an animation controller and is setup ready for animations to be plugged in. Assets which are not included but used in marketing are for demonstrational purposes and used to give a sense of how the tool works.This is a tool asset and not a a set of assets. All assets used within promotinal are not included unless specificly stated.The usage of AI has been for improving effeciently in documenting, prototyping, test coverage aswell as 'rubber ducking' ideas to help dive deeper into use cases. The main drive for all these use cases is to speed up tedious time consuming tasks and allow for quicker research.All artifacts have been reviwed by hand and quality assured by a human being.

