Installation
Add DialogueCraft AI to your Unity project, configure settings, and verify everything works.
Requirements
| Requirement | Version |
|---|---|
| Unity | 2022.3 LTS or newer |
| TextMeshPro | Included with Unity (required) |
| CraftCore | Bundled with DialogueCraft (required for AI features) |
Optional integrations -- these are detected automatically and unlock additional features:
| Package | Define Symbol | What It Enables |
|---|---|---|
Timeline (com.unity.timeline) | DIALOGUECRAFT_TIMELINE | Timeline sequence nodes |
Cinemachine (com.unity.cinemachine) | DIALOGUECRAFT_CINEMACHINE | Camera sequence nodes |
Input System (com.unity.inputsystem) | DIALOGUECRAFT_NEW_INPUT_SYSTEM | New Input System support |
FMOD Studio (com.fmod.studio 2.02+) | DIALOGUECRAFT_FMOD | FMOD audio backend |
LocalizeCraft (com.craftworks.localizecraft) | LOCALIZECRAFT | AI-powered translation |
Unity Localization (com.unity.localization) | UNITY_LOCALIZATION | Unity's official localization |
You do not need to set these defines manually. DialogueCraft uses assembly definition versionDefines to detect installed packages and enable the corresponding features at compile time.
Install from the Asset Store
- Open the Unity Asset Store (either in-browser or via Window > Asset Store).
- Search for DialogueCraft AI and purchase it.
- In the Unity Editor, open Window > Package Manager.
- Select My Assets from the dropdown in the top-left.
- Find DialogueCraft AI and click Import.
- Import all files. The package installs to
Assets/CraftWorks/DialogueCraft/.
CraftCore (the AI inference engine) is bundled and imports automatically.
Project Setup
1. Settings Asset
DialogueCraft stores project-wide configuration in a DialogueCraftSettings ScriptableObject located at Assets/Resources/DialogueCraftSettings.asset. This file is created automatically the first time any DialogueCraft component accesses settings, so in most cases you do not need to create it manually.
To inspect or modify settings, select the asset in the Project window or open the Settings tab inside the Dialogue Editor (see "Verify Installation" below).
2. Create Default Databases
DialogueCraft uses three databases that are referenced from the settings asset:
| Database | Purpose |
|---|---|
CharacterDatabase | All characters in your project (names, portraits, fields) |
VariableDatabase | Global variables used in conditions and text substitution |
LocalizationDatabase | Translatable strings for multi-language support |
To create them automatically, select the DialogueCraftSettings asset and click Create Default Databases in the Inspector. This creates the databases in Assets/DialogueCraft/ and links them to the settings.
You can also create databases manually via the Project window:
- Right-click > Create > CraftWorks > DialogueCraft > Character Database
- Right-click > Create > CraftWorks > DialogueCraft > Variable Database
- Right-click > Create > CraftWorks > DialogueCraft > Localization Database
Then assign them in the DialogueCraftSettings asset under the Databases header.
3. Configure Audio Backend
In the DialogueCraftSettings asset, the Audio Source field controls whether DialogueCraft uses Unity's built-in audio or FMOD Studio:
- Unity (default) -- uses
AudioClipassets and Unity's audio system. - FMOD -- uses FMOD Studio event paths. Requires
com.fmod.studio2.02 or newer.
4. Configure Localization Provider
The Localization Provider field in settings controls which localization system is active:
- Built-In (default) -- DialogueCraft's own system with CSV import/export.
- LocalizeCraft -- AI-powered translation with a shared UI database. Requires the LocalizeCraft package.
- Unity Localization -- Unity's official
com.unity.localizationpackage.
Verify Installation
- Open the Dialogue Editor: Tools > CraftWorks > DialogueCraft > Dialogue Editor.
- The editor window should open with an empty canvas and toolbar.
- Confirm the Settings tab shows your
DialogueCraftSettingsasset and linked databases. - In the Hierarchy, right-click and choose CraftWorks > DialogueCraft > Dialogue Runner to verify the GameObject menu items are available.
If the menu items are missing or you see compilation errors, check that TextMeshPro is installed (Window > TextMeshPro > Import TMP Essential Resources).
Assembly Definitions
DialogueCraft is organized into two assembly definitions:
| Assembly | Name | Namespace | Platforms |
|---|---|---|---|
| Runtime | CraftWorks.DialogueCraft.Runtime | DialogueCraft | All |
| Editor | CraftWorks.DialogueCraft.Editor | DialogueCraft.Editor | Editor only |
If your game code needs to reference DialogueCraft types (for example, to call DialogueRunner.StartDialogue() from a custom script), add CraftWorks.DialogueCraft.Runtime as a reference in your own assembly definition.
Next Steps
- Your First Dialogue -- create a working dialogue in five minutes.
- Dialogue Editor Guide -- learn the node editor in depth.
- Characters -- set up characters with portraits and custom fields.