Dialogue Graph Overlay for Game Creator 2 - Dialogue 2 OFFICIAL SALE

Dialogue Graph Overlay is an editor extension that brings a clean, productive node-based workflow to Game Creator 2 – Dialogue 2, letting you build and maintain conversations visually without changing how Dialogue 2 works internally.


Create and connect nodes using smart context menus (Create Node/Child/Sibling, Jump/Continue/Exit helpers), multi-select tools (box select, delete selected), and layout utilities (align, order, stack/arrange). A toggleable Dialogue Settings panel inside the graph mirrors key Dialogue 2 inspector settings—Dialogue Skin, Time, Actors, and editor display toggles—so you can adjust roles and targets while designing.


For debugging, Live Preview follows runtime dialogue progression in Play Mode, with a Sync button to instantly re-latch the overlay if needed. For performance and comfort, heavier editors are organized into a dock panel (including animation/instruction sections), and the animation UI automatically hides sequence controls when no clip is assigned.


For pipelines and collaboration, Graph CSV import/export supports stable roundtrips and safer workflows: it exports authored node text correctly, warns before overwriting existing nodes, auto-aligns after import, and restores Actor + Expression data (avatars) using more reliable identifiers. Localization workflows are included via Locale CSV export/apply tools for bulk text updates. Built with Unity 6+ editor compatibility in mind, Dialogue Graph Overlay is made for teams who want faster iteration and cleaner dialogue maintenance.


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FAQ

  • Does this replace Dialogue 2? No. It is an editor overlay that edits the same Dialogue Content you already use in Dialogue 2.
  • Where are node positions saved? On the Dialogue GameObject via a DialogueGraphMeta component.
  • Can I keep using the default Inspector list? Yes. The overlay is optional and complements the Dialogue component Inspector.
  • Will this affect my build size? Editor windows are excluded from builds. The runtime component only stores layout metadata.
  • Is Unity 6.3 supported? Yes. This build avoids UI Toolkit APIs that differ across Unity 6.x and is compatible with Unity 6.0+.

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Note: What CSV Import/Export Includes (and Doesn’t)


Graph CSV (Import/Export)

Included (roundtrips):

  • Graph structure: parent/child relationships + sibling order
  • Node identifiers: Tag (auto-filled if empty for stable roundtrips)
  • Node type: Text / Choice / Random
  • Actor: via Actor GUID (fallback: Actor name)
  • Expression: via ExpressionId (fallback: ExpressionIndex) → restores node avatar
  • Node text: authored inspector text (exports correctly)
  • Basic flow control: JumpTag / Continue / Exit flags (depending on your columns)

Not included (resets to defaults on import):

  • Conditions
  • On Start / On Finish instructions
  • Audio settings
  • Animation clip + sequence/timeline tracks
  • Duration settings and other advanced node properties
  • Any custom/extended per-node data not represented in the CSV columns

Graph CSV is meant for structure + core dialogue content, not full fidelity serialization of every node feature.


Localization CSV (Locale Export / Apply)

Included (used to replace text):

  • Node Tag/ID reference to locate the correct node
  • Localized text entries (the main thing you translate/edit)
  • Helpful context columns (for safe translation workflows)

Not included / not changed:

  • Node structure (parents/children/order)
  • Actor / Expression / avatars
  • Conditions, instructions, audio, animation, duration
  • Any non-text node settings

Localization CSV is meant only for bulk text translation/updates, not editing the graph or node configuration.