Publisher | Intuitive Gaming Solutions |
---|---|
File size | 11.73MB |
Number of files | 86 |
Latest version | 1.2.0 |
Latest release date | 2023-01-02 04:36:52 |
First release date | 2022-08-30 03:30:19 |
Supported Unity versions | 2018.4.2 or higher |
WebGL Demo - A Chat with Robot Kyle (Included Demo)
WebGL Demo - Start Chat On Trigger
Setting up a StartChatOnTrigger Component
How is this different from the other dialogue systems?
- 💬 Conversations is a dialogue system with a unique workflow that enables developers to create complicated conversations without having to write even a single line of code using the powerful components and event-driven design.
- 🤓 Conversations is developer friendly, It also provides a powerful interface design and scripting API to enable developers looking to make even more complicated conversations the ability to do so using simple C# scripts.
- ⚡ The asset features a powerful Unity editor event driven workflow that allows you to subscribe to events that are invoked whenever a Chat node is reached or a response is given.
- ⏭️Automatic chat skipping.
- 🖱️ Click-through conversations and wait for signal nodes.
- 💱Tag-based substitution replaces <$tagname> with bool, int, float, double, or stirng value.
- 📛Chat titles that support tag-based subtitution.
- 🪙 Conversations is a powerful Unity event driven solution to add conversations to your game for a low price.
- ✔️Perfect for NPC conversations or visual novels.
.Quick setup!
- Make a dialogue graph by navigating in the Editor toolbar to: Assets->Create->Conversations->DialogueGraph
- Add a ChatActivator to the GameObject you want to initiate conversations with.
- Add a Chattable component to whatever GameObject you want to chat with, set the Chattable's dialogue graph reference to your newly created dialogue graph from step 1.
- Use one of the many provided triggers or 'invokers' to make ChatActivator start a conversation with your Chattable. (See documentation 'Getting Started' or the provided demo scenes for details.)
Want to add Branch conditions to a single Chattable only? Or simply add Branch conditions without code?
Check out the powerful ChattableConditions component!
- ChattableConditions component is attached to the same GameObject as a Chattable.
- ChattableConditions component automatically (re)generates a list of boolean, value, and compare conditions that let you define conditions for a Branch node directly from this component with no code by dragging and drop GameObjects or Components and selecting relevant fields to compare from a dropdown.
- Alternatively there is a powerful scripting API that allows you to set conditions via a C# script.
Want to add Chat and Response events to a single Chattable Only? or simply add events without code?
Check out of the dynamic ChattableEvents component!
- ChattableEvents component is attached to the same GameObject as a Chattable.
- ChattableEvents component automatically (re)generates a list of Unity editor events you can setup in the editor for all Chat and Response nodes in the related Chattable component's dialogue graph. This lets you fire events when any Chat node is reached or response is selected during a conversation with a Chattabel directly from the inspector window.
- Uses a workflow similar to 'Unity Events' to allow you to drag and drop GameObjects to reference relevant public fields in them or their components.
- Alternatively there is a powerful scripting API provided that lets you fire script events in C#.
Want to have editor events automatically invoked when Event nodes are reached during a conversation without writing a single line of code?
Check out the ChattableActionEvents component!
- This component is attached to the same GameObject as a Chattable.
- ChattableActionEvents components automatically regenerate a list of Event nodes in the related Chattable's dialogue graph and provide you with Unity Editor Events that are invoked when the desired Event node is reached by a ChatActivator during a conversation.
Want a chat system that allows you to 'go back'?
Check out the ChatHistory component!
- Conversations comes with a ChatHistory component that goes on the same GameObject as your ChatActivator. This component allows a ChatActivator to go back through a conversation, the demo UI shows off this feature.
- Not only can you 'go back', the ChatHistory component stores a record of all properties modified by the chat system's ChatPropertyModifier component. This makes it so when a player 'goes back' any stat increases or property changes made by the property modifier will be automatically undone. (Undo stat increases or decreases)
- You can choose when chat history is cleared allowing you to decide if you want players to be able to go back to the start of a conversation or into past conversations.
Modify public booleans, floats, ints, and doubles via the ChattablePropertyModifier component. Using a workflow similar to 'Unity Events' Conversations lets you click and drag GameObjects and select relevant public fields (or properties) from them or their components that will be modified however you (set, add, subtract, multiply, etc) want on any chat node or response you want. Not only does this let you modify a player's stats without any code on chat events, it also registers modified properties with the ChatHistory system and undoes stat (property) changes when you 'go back' through conversation history. This component is attached to the same GameObject as a Chattable.
The WaitForSignal node lets you manually pause & continue conversations using Unity Events. This is useful for easily implementing things such as click-through response-less chat nodes. The ChatActivator component includes a public method, ChatActivator.ContinueChat(), that can be manually invoked or invoked through Unity Events (e.g: Button.onClick) in the editor. See the "The WaitForSignal Node" documentation for more information and a walkthrough video.
The SkipChat component lets you allow users to automatically skip wait nodes, it even comes with various options to interrupt the skipping.
Many more chat node types! Like random nodes and more.
Powerful tag-based text subtitution for chat and response texts. Conversations includes a powerful component, SubstituteText, which allows you to automatically replace <$tagname> style tags in chat and response texts with bool, int, float, double, or string values easily by clicking-and-dragging in the editor. C# events are also provided to allow you to implement custom substitutions via code before or after SubstituteText component substitutuons are made. (See documentation for more detail.)
Why waste your time? implementing conversations yourself when you can get this complete solution for as little as many people earn in 1 hour of work.
Well documented. comes with a demo scene, hand-written documentation, and a generated API reference.
Completely decoupled UI. Allows you to use the provided UI scripts as is, or you may modify them. Easily change the look of the UI in the Unity Editor without code.
Visual Novel Style Demo
- Included demo lets you walk through an animated visual novel style interaction.
- Code-free! all demo conditions (except for 2 for demo purposes of scriptable conditions), events, stat changes, and sequences are done without a single line of code.
- Shows off all components except ChattableBranchConditions (although the ChattableResponseConditions demo is nearly identical usage).
- Shows off 'Go Back' support that automatically unmodifies stats that are modified through the chat system.
- Have a conversation with "Robot Kyle"!
- Stats, name tags, and more!
Other Assets:
Fade Effects - A complete fade effects solution for Unity (screen fade, object fade, fade camera obstructions, & more!)
Damage System - An advanced damage and weapon system for your game.
Game Movement - A fully-featured, modular movement system for almost any kind of game.
Editor Physics Simulator - Simulate and record physics in the editor.
Editor Animation Freezer - Freeze Animators at a specific frame in an animation.
Console Commands & UI - Console commands & UI panels for Unity.
Documentation:
*Poses were created using Editor Animation Freezer.*
*Do not hesitate to email questions, concerns, suggestions, or comments to [email protected]*