Graph EditorWindow
Built draggable, connectable dialogue nodes with a visual workflow designed around the shape of a conversation.
Case file 003 · Unity editor tool
Visual dialogue authoring without the heavyweight setup
A graph-based Unity dialogue workflow built for teams that need flexibility without a large framework. The visual editor and runtime share one source of truth, so the tool stays understandable from authoring through playback.

01 · The problem
Many dialogue systems either carry more framework than a small project needs or expose workflows that make simple conversations feel administrative. I wanted a visual tool with clear connections and validation, paired with a runtime small enough to understand at a glance.
The key constraint was avoiding two versions of the truth: one in the graph and another in serialized runtime data.
The graph is not a view of the dialogue. The graph is the dialogue.
02 · My contribution
Built draggable, connectable dialogue nodes with a visual workflow designed around the shape of a conversation.
Stored nodes as ScriptableObject assets on disk so the editor manipulates the same data that the runtime reads.
Kept playback to a dependency-free MonoBehaviour that reads nodes, evaluates flag conditions, and fires events.
03 · The work
There is no export step or shadow data model to synchronize. Editing a connection changes the assets the runtime will use.
The authoring surface provides feedback where dialogue is assembled, so broken or incomplete structures are caught before play mode.
The runtime stays independent of third-party frameworks, making it easier to drop into a project and adapt without inheriting unrelated systems.
04 · Tool views
05 · Result
Easy Dialogue gives a team a visual editing experience without turning dialogue into a separate ecosystem. Its editor owns authoring, its assets own the data, and its small runtime owns playback.