Unity Tool: Dialogue Editor


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Video Tutorial.

Written Tutorial.

  1. What is Dialogue Editor?
  2. Editor Window
  3. Conversation Manager UI Prefab
  4. Triggering a conversation and Code info
  5. Custom Input
  6. Callbacks
  7. Conversation datastructure (for creating your own UI)

What is Dialogue Editor?

Dialogue Editor is a Unity tool that allows you to quickly and easily add conversations into your game.

The tool comes with an editor window that allows you to create and edit conversations.

This tool also comes with a pre-made, customisable UI prefab so that no UI programming is required. However, if you are comfortable with programming and wish to create your own UI implementation, each conversation can be accessed as a simple data structure.

Editor Window


Conversations are made up of Speech nodes and Option nodes. Speech nodes represent something a character will say, and Option nodes represent the options available to the player.

Creating a conversation object

In order to create a conversation, create a new GameObject and give it the script NPCConversation. In order to open the Editor Window, select Window -> DialogueEditor. Select a conversation in the hierarchy in order to edit the conversation in the editor window.

Speech nodes.

When you create a new conversation, it will contain a single speech node - this is the beginning of the conversation.

Select a speech node to edit it. A speech node has the following variables:

Speech nodes can either contain options for the user to select, lead onto other speech nodes, or have no connections.

Right-clicking on a Speech node allows you to either create a new option, connect to an existing option, create a new Speech node, or connect to an existing speech node.

Option nodes.

Option nodes will lead onto other speech nodes. When a user selects an option, the connected speech node will occur next.

Select an option node to edit it. An option node has the following variables:

Right-clicking on an Option node provides options to creating a new speech node or connecting to an existing speech node.

Deleting nodes and connections

Unwanted connections between nodes can be deleted by right-clicking on the arrow and clicking "Delete this connection"

Likewise, unwanted nodes can also be deleted by right-clicking on the node and clicking "Delete this node". Deleting a node will also delete any connection to and from this node.

Conversation Manager + UI Prefab

A pre-made, customisable UI prefab is provided. The ConversationManager prefab can be dragged as a child of a Canvas.

Recommended settings:

The ConversationManager provides options for the Background image of the Dialogue box and the Options box. These images can be optionally 9-sliced images. A preview render is displayed above the options. You can also select text-scrolling options.

Triggering a conversation + Code info

If you are using the ConversationManager UI Prefab, conversations can be triggered by calling a single function:


Note: You will need to add the "DialogueEditor" namespace to your script. This can be done by adding the following line at the top:

using DialogueEditor;

Here is some example code, which shows a very basic NPC class which begins a conversation when the NPC is clicked on:

using UnityEngine;
using DialogueEditor;

public class NPC : MonoBehaviour
    public NPCConversation Conversation;

    private void OnMouseOver()
        if (Input.GetMouseButtonDown(0))

There are also a number of additional Properties and Functions available to you:

ConversationManager.Instance.IsConversationActive;      // Is a conversation currently happening?
ConversationManager.Instance.CurrentConversation;       // The current conversation (null if no conversation active).
ConversationManager.Instance.EndConversation();         // End a conversation early (e.g. player walks off).

Custom input

Dialogue Editor provides some basic functions which allows you to interact with the Conversation UI. This enables you to support any input method that your game supports, such as Keyboard + Mouse or a Controller

Three basic functions allow you to cycle to the next or previous option, and to press the currently selected option:

// Cycle to the previous option
// Cycle to the next option
// Press the currently selected option

Here is some example code which shows keyboard support for the Conversation UI:

Using UnityEngine;
Using DialogueEditor;

public class ExampleInputManager : MonoBehaviour
    private void Update()	
        if (ConversationManager.Instance != null)
            if (ConversationManager.Instance.IsConversationActive)
                if (Input.GetKeyDown(KeyCode.UpArrow))
                else if (Input.GetKeyDown(KeyCode.DownArrow))
                else if (Input.GetKeyDown(KeyCode.F))

There is also an option on the Conversation Manager prefab which allows you to choose whether or not mouse interaction should be enabled.


If you are using the ConversationManager UI Prefab, there are two callbacks you can use which are invoked when a conversation starts and ends, respectively.


Note: You will need to add the "DialogueEditor" namespace to your script. This can be done by adding the following line at the top:

using DialogueEditor;

Example use-case:

using UnityEngine;
using DialogueEditor;

public class ExampleClass : MonoBehaviour
    private void OnEnable()
        ConversationManager.OnConversationStarted += ConversationStart;
        ConversationManager.OnConversationEnded += ConversationEnd;

    private void OnDisable()
        ConversationManager.OnConversationStarted -= ConversationStart;
        ConversationManager.OnConversationEnded -= ConversationEnd;

    private void ConversationStart()
        Debug.Log("A conversation has began.");

    private void ConversationEnd()
        Debug.Log("A conversation has ended.");

Conversation datastructure

If you wish to write your own custom UI, and only use the editor-window for creating the conversation object, the conversation object can be deserialized into a simple and easy-to-use datastructure.

Note: You will need to add the "DialogueEditor" namespace to your script. This can be done by adding the following line at the top:

using DialogueEditor;

In order to deserialize the conversation, NPCConversation contains a function for doing so: this returns an object of type "Conversation":

NPCConversation NPCConv;
Conversation conversation = NPCConv.Deserialize();

A NPCConversation deserializes into a tree-like data structure. A "Conversation" object contains a single member which is the root speech node of the conversation. From here, the nodes are connected in a tree-like pattern. The following classes make up the tree-like structure of a Conversation:

public class Conversation
    public SpeechNode Root;

public abstract class ConversationNode
	// The main body text
    public string Text;
    public TMPro.TMP_FontAsset TMPFont;

public class SpeechNode : ConversationNode
	// The name of the speaker
    public string Name;
	// Should this dialogue node automatically advance?
    public bool AutomaticallyAdvance; 
	// Should the "Continue" / "End" buttons still be visible?
    public bool AutoAdvanceShouldDisplayOption; 
	// How long to wait before advancing
    public float TimeUntilAdvance; 
	// The Icon of the spaker
    public Sprite Icon;
	// Audio to play
    public AudioClip Audio;
	// Normalised volume, 0-1, of the audio
    public float Volume;
	// The Options available on this Speech node, if any.
    public List<OptionNode> Options;

	// The Speech node following this, if any.	
    public SpeechNode Dialogue; 
	// The UnityEvent
    public UnityEngine.Events.UnityEvent Event;

public class OptionNode : ConversationNode
    public SpeechNode Dialogue;         // The dialogue following this option.