Decision Impact System
Designed for RPGs, narrative adventures, action games and interactive experiences, the system keeps ... Gameplay events and relay actions for connecting story decisions to world changes
by R.Andriantiana(legamerDev)
Price History +
Unity version: 6000.4.7f1
Finished version 1.0 core: Story Graph editor and dialogue runtime
Core features: Dialogue nodes, questions and answers, player choices, branching outcomes, conditions, typed variables, counters, timers, triggers, scene actions and persistent state
Dialogue languages: FR, EN and MG
Source: Full editable C# source included
Package format: .unitypackage
Package size: approximately 17 MB
Render pipeline: Built-in Render Pipeline for included demos; core runtime C# is generally pipeline-independent
Required Unity packages: Input System 1.19.0+, Unity UI/TextMesh Pro (UGUI 2.0.0+), Timeline 1.8.12+
Optional Unity packages: AI Navigation
Preview notice: Included player, NPC behaviour, combat, health UI, scene, NavMesh, build and animation-controller components are experimental preview content. They are not part of the finished version 1.0 core and are planned for further development toward version 1.1.
Documentation: Assets/Decision Impact System/Documentation/README.md
Third-party content: None bundled; Unity Registry dependencies are installed separately through Package Manager
Supported OS: Unity-supported Editor and player platforms; verify platform-specific behaviour in the target project
🎮 One click on your Unity scene, and you're ready to go!
Create triggers, open their Story Graph, and visually build dialogues, choices, branching paths, and consequences. Create new triggers directly from your dialogues, connect them together, and chain events based on conditions and variables. Create your own main menus, integrate save and load systems, and drag and drop custom C# scripts to take things even further!
Decision Impact System 1.0 is a finished visual Story Graph and dialogue system for building branching conversations and meaningful player choices in Unity. Create dialogue flows, connect questions and answers, evaluate conditions, update variables, and let decisions influence scenes, characters and persistent world state.
Designed for RPGs, narrative adventures, action games and interactive experiences, the system keeps dialogue and story logic organized in a clear node-based workflow. Full editable C# source, example content and reusable runtime components are included.
Finished version 1.0 features:
• Node-based Story Graph editor for branching dialogue flows
• Dialogue nodes, questions, answers, player choices and multiple outcomes
• Conditional branches, typed variables, counters and timers
• Timed choices with configurable default outcomes
• Start triggers, scene transitions and graph-driven actions
• Save/load persistence for variables, counters, timers, scene state and play time
• Dialogue languages: FR, EN and MG+
• Dialogue voice clips and configurable UI themes
• Gameplay events and relay actions for connecting story decisions to world changes
Included preview content:
Additional player, NPC behaviour, combat, health UI, scene, NavMesh, build and animation-controller components are bundled for experimentation and possible use. They are not part of the finished version 1.0 core and are planned for further development toward version 1.1. Evaluate these preview components before using them in production.
Developed and validated with Unity 6000.4.7f1. Input System, Unity UI/TextMesh Pro and Timeline are required Unity Registry packages. AI Navigation integrations are optional. Included demo scenes use the Built-in Render Pipeline; URP projects may require material conversion for demo visuals.
Documentation is included at Assets/Decision Impact System/Documentation/README.md. No third-party Asset Store content is bundled.