About Dialogue Graph Overlay for Game Creator 2 - Dialogue 2
- Tools, Systems & Learning > Development Tools & Automation
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.
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.
-----------
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+.
-----------
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.