Write branching dialogue as a node graph, then press Preview and walk the whole conversation inside the editor - no Play mode. Portraits, typewriter text, conditions and signals.uGUI and TextMeshPro are render pipeline independent, so this works unchanged on Built-in, URP and HDRP. No shaders, no materials, no post-processing, and camera and lighting settings are never touched. Every sprite is generated procedurally at runtime, so nothing needs reimporting when you switch pipeline. Requires Unity 2022.3 LTS or newer with uGUI and TextMeshPro, both shipped with Unity.Writing branching dialogue is easy. Testing it is the part that eats your week - enter Play mode, walk to the NPC, click through four lines, discover the branch you wanted is locked behind a variable you never set, exit Play mode, change one number, do it all again.Quick Dialogue Pro removes that loop. Lay your conversation out as cards, then press Preview and play it right there in the editor window. The same runner your game uses walks the graph - real conditions, real effects, real signals - and the variables table beside it is editable while it runs. Testing "what if the player is broke" takes one click.WHAT MAKES IT DIFFERENTLIVE PREVIEW IN THE EDITOR. The whole conversation plays inside the window, with no Play mode, no scene and no build. The node you are on lights up on the canvas as you walk it.EDITABLE VARIABLES WHILE IT RUNS. Set gold to 20 and watch the bribe unlock mid-conversation.A SIGNAL LOG. See exactly what your game would have been told, before you write a line of code.WHAT YOU GETTwo linked sample conversations that demonstrate every feature, including one conversation reacting to what you did in the other. Three sample speakers with portraits and expressions. A playable demo scene built in one click. Full C# source, no DLLs.THE EDITOR- Node graph: drag cards, drag from a card's exit dot onto another to link them, or drop on empty canvas to create and link in one motion.- Auto Layout rebuilds a tangle into a left-to-right story by distance from the start.- Validation calls out links that point at nothing, duplicate ids, choice nodes with no choices, and nodes nothing leads to - click Show to jump straight to the problem.- Four node kinds: Line (someone speaks), Choice (the player answers), Branch (an invisible fork that checks a variable) and End.- Right-click menus, keyboard shortcuts, pan and zoom, undo on every change.THE WRITING- Conditions on every reply - hide a gated reply, or grey it out with the reason ("Needs 20 gold").- Offer-once replies, so a question disappears after it is asked.- Effects: set, add or toggle a number, set a text value, or raise a Signal.- Signals are the hook into your game: give_quest, open_shop, play_cutscene, each with an argument. Wire them with a UnityEvent or subscribe in code.- Memory that spans conversations: variables plus a record of every node and reply the player has been through.- {variable} substitution in dialogue and reply text.THE DIALOGUE BOX- TextMeshPro throughout, with your own font asset per theme and full rich text support.- Typewriter with an extra beat after punctuation, per-speaker speed, click to finish the line, optional auto-advance and an optional typing blip.- Speakers carry a display name, a colour that brands their nameplate and portrait frame, a default portrait and any number of named expressions. Portraits sit on either side.- Backlog: every line said so far, scrollable, one button on the box.- Five themes (Midnight, Parchment, Slate, Ember, Neon). Every panel, bullet, padlock and frame is generated procedurally - no textures to import.- Space or enter to advance, 1-9 to pick a reply, click anywhere to move on.THE CODE- Pure C# DialogueRunner and DialogueMemory - no MonoBehaviour, no coroutines, and the same class drives both the in-game box and the editor preview.- Save and load to JSON, PlayerPrefs or a file, keyed by id, so rewriting a conversation later never corrupts an old save.- DialogueTrigger starts a conversation on Start, on a key press, or on 2D / 3D trigger enter - no code required.REQUIREMENTSUnity 2022.3 LTS or newer, with uGUI and TextMeshPro - both ship with Unity. If either is missing the package switches itself off instead of throwing compile errors, and a one-click Setup window installs them. No third-party packages. Works on Built-in, URP and HDRP.

