What problem does it solve?
This Skill solves the problem of implementing maintainable, branching NPC conversations without hardcoding dialogue logic across scripts.
Core Features & Use Cases
- Node-based dialogue graphs: Model conversations as a ScriptableObject graph with typed nodes (text, choice, condition, event).
- Runtime dialogue orchestration: Use a DialogueRunner to traverse nodes, evaluate conditions, present choices, and trigger events.
- Typewriter UI with TMP rich text: Render dialogue with a typewriter effect using TextMeshPro maxVisibleCharacters so rich text tags remain intact.
- Localization-ready fields: Store localization keys for speaker names and dialogue text while keeping playable fallback text.
- Game state integration: Branch dialogue based on quest/state variables and fire side effects through event nodes.
Quick Start
Tell the AI to draft the ScriptableObject data model and runtime runner wiring for your NPCs, including typewriter UI and condition/event node handling.