Quick Tutorial

This is the smallest meaningful workflow in the repository: create a graph, wire runtime components, and play a branching conversation end to end.

Step 1. Create or open a graph

Open Tools → Dialogue Graph System → Dialogue Graph. In the launcher window, either create a new graph asset or open one of the included sample graphs from Assets/DialogGraphSystem/Graphs/.

Step 2. Build a minimal graph

  1. Keep the generated Start and End markers.
  2. Add one Dialog node for an opening line.
  3. Add one Choice node with at least two answers.
  4. Add one or two more Dialog nodes for the branch outcomes.
  5. Connect everything so every branch reaches End.
Start -> Dialog -> Choice -> Dialog A -> End
                       -> Dialog B -> End

Step 3. Save the graph

Use the graph editor toolbar to save. The graph is stored as a DialogGraph asset with sub-assets for the individual nodes.

Step 4. Wire runtime components

In your scene, add or reuse a DialogManager, assign its uiPanel, add your graph to dialogGraphs, and give the mapping a dialogID.

Step 5. Trigger playback

using DialogSystem.Runtime.Core;
using UnityEngine;

public class StartGuardConversation : MonoBehaviour
{
    public void PlayIntro()
    {
        DialogManager.Instance.PlayDialogByID(
            "intro_guard",
            () => Debug.Log("Conversation finished."));
    }
}

Step 6. Try runtime behaviors

  • dialog text appears in the runtime panel
  • portraits and speaker names update
  • choices can be selected by click or keyboard
  • skip and autoplay work as expected

Step 7. Inspect history and transcript

string transcript = DialogManager.Instance.GetLastPlayedDialogTranscript("intro_guard");
Debug.Log(transcript);

Branching graph example

Graph Editor Branching Example

Ideal visual for the authoring steps.

Runtime result

Runtime Dialog Ui

Shows the graph authoring result in Play Mode.