DialogueFlow
A dialogue system for Unity that diffs cleanly. ScriptableObject conversation graphs, branching as plain C# expressions, an async/await runner, and the source-of-truth lives in version control.
Status
DialogueFlow is in active early development. The first playable cut lands when an end-to-end loop runs: NPC line → branch on game state → variable update → quest hook → persisted save.
Public preview, docs, and Asset Store listing will land here once v1.0 is shippable. No date promise yet — quality over schedule.
What to expect
- ScriptableObject conversation graphs — diffable, mergeable, no opaque binary blobs
- Branching by C# expression, not by inspector-only condition trees
- Quest + flag hooks via SaveStack's
QuestStoreand flag store (zero glue code if you already use SaveStack) - Async-await dialogue runner — no coroutines, no manual state pumps
- Editor: visual graph viewer, but the source-of-truth is plain ScriptableObjects