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.