dialogue-system

Build branching NPC dialogue systems with ScriptableObject trees in Unity.

3|Updated Jun 27, 2026
One-click install
npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill dialogue-system-omerzeyveli
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: dialogue-system
Source: https://github.com/OmerZeyveli/kinglet-unity/tree/main/.claude/skills/gameplay/dialogue-system
Command: npx skills add https://github.com/OmerZeyveli/kinglet-unity --skill dialogue-system-omerzeyveli

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill provides a structured way to build and maintain branching NPC dialogue in Unity without scattering conversation logic across gameplay scripts or tightly coupling content to presentation.

Core Features & Use Cases

  • Dialogue Graphs: Define text, choice, condition, and event nodes in reusable ScriptableObject conversation trees.
  • Runtime Presentation: Process dialogue with a runner, display speaker portraits and names, render typewriter text, and support rich text and voice blips.
  • Game Integration: Connect conversations to localization keys, quest and inventory state, game events, NPC interaction triggers, dialogue history, and conditional branches.
  • Use Case: Create a blacksmith conversation that changes based on quest progress, lets the player choose whether to shop, and triggers item or quest events while preserving localization-ready fallback text.

Quick Start

Use the dialogue-system skill to design and implement a Unity NPC conversation with ScriptableObject nodes, conditional choices, typewriter text, localization keys, and event-driven quest integration.

Frequently Asked Questions about dialogue-system

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I build branching NPC dialogue systems in Unity without coupling conversation logic to gameplay scripts?

Branching NPC dialogue systems in Unity can be built using ScriptableObject conversation trees that separate dialogue data, runtime flow, and UI presentation. This prevents conversation logic from scattering across gameplay scripts and decouples content from presentation.

Can I create conditional dialogue choices in Unity based on quest progress and inventory state?

Conditional dialogue choices in Unity are supported through game-state conditions and choice filtering within dialogue nodes. You can create conversations that change based on quest progress, inventory state, and event-driven gameplay effects.

What's the best way to add a typewriter text effect to Unity dialogue using TextMeshPro?

Typewriter text effects for Unity dialogue are achieved by processing runtime flow with TextMeshPro maxVisibleCharacters. This approach supports rendering text progressively, alongside rich text, speaker portraits, and audio voice blips.

Does this Unity dialogue system approach support localization for NPC conversations?

The Unity dialogue system approach supports localization by connecting conversations to localization keys. It preserves localization-ready fallback text within the ScriptableObject dialogue trees to ensure NPC interactions translate correctly.

How do I trigger game events and quest updates through NPC interactions in Unity?

Game events and quest updates are triggered through NPC interactions by using event nodes within the ScriptableObject dialogue trees. The runtime runner processes these event nodes to execute item triggers, quest state changes, and gameplay effects.