EasyDialog - Simple Dialog System for Unity Editor & Runtime
EasyDialog lets you with just a few lines of code, you can display a dialog both in the Unity editor and at runtime.
Stop fighting Dialog, start creating.
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KEY FEATURES
✓ Dual Environment Support
SystemDialog for editor extensions and UIDialog for runtime gameplay. Same simple API, different environments. Write editor tools and game UI with consistent patterns.
✓ Zero Setup for Editor
SystemDialog works immediately - no configuration, no prefabs, no setup. Just call Show() and your dialog appears in the editor.
✓ Minimal Setup for Runtime
Drop one prefab in your Canvas, create a config file, and you're ready to show runtime dialogs. Takes 2 minutes to set up.
✓ Modern Async/Await Support
Write sequential dialog flows naturally. Wait for user input, chain dialogs, and avoid callback hell. UniTask fully supported.
✓ Fully Customizable Runtime DialogsDesign your own dialog prefabs with complete control. Use any UI framework, inherit from simple base controller, and implement your own logic.
✓ Rich Feature Set
Input fields (single or multiple), progress bars, list selection, modal dialogs, dialog stacking, custom data passing, and themes/icons built-in.
✓ Type-Safe Data Passing
Pass strongly-typed custom data between your code and dialogs. No casting, no magic strings, just clean C# generics.
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PERFECT FOR
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WHAT'S INCLUDED
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REQUIREMENTS
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WHY EASYDIALOG?
Traditional dialog workflows require:
× Setting up complex UI hierarchies
× Managing dialog state manually
× Dealing with callback chains
× Separate solutions for editor and runtime
EasyDialog simplifies this to:
✓ Show a dialog with just a few lines of code
✓ One API for editor and runtime
✓ Built-in async/await support
✓ Type-safe data passing
✓ Complete customization when needed
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SAMPLES & DOCUMENTATION
SystemDialog Examples (12 types):
UIDialog Examples (7 types):
All samples are fully documented with complete implementations ready to use as templates.
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SUPPORT
Email: ruskworks@gmail.com
We're here to help! Questions, feature requests, and feedback are always welcome.