Soon: VIDE 2.0.2 New Features

Hello! Here’s a preview.

Besides the incoming VIDE Lite version, I’ve listened to your feedback and I’ve been working on a few new features. Some of these are:

  • *Rearrange comments in the VIDE Editor
  • *Select and drag multiple nodes in the VIDE Editor
  • New per-comment visibiliy NodeData variable to hide comments from the array of comments. Also settable from the VIDE Editor.
  • GetNext() method for VD and VD2. Simulates Next() and returns next node’s NodeData variable without modifying current nodeData.
  • BeginDialogue overload and VD method to pass sprite/audio arrays to (optionally) remove the use of a Resource folder.
  • Unityscript example scene communicating with VIDE_Data (C#)

* Not included in VIDE Lite

Hopefully, these features will improve the experience and usefulness 🙂
Might be ready for next week.



VIDE 2.0.1 update

Here’s an update that fixes and improves a few things:

  • Renamed isLoaded variable to isActive. The name was misleading. Please replace the names properly in your scripts.

  • Localization & Loading/Unloading variables and methods removed from VD2. Use VD to handle those. If you are already calling any of the pertinent methods, replace, for example, “data.LoadDialogues()” with “VD.LoadDialogues”. You no longer need to call it on each instance. 
  • Fixed inability to dock VIDE Editor
  • Null check for method fetch. Action Nodes would return exceptions when clicking ‘Reset and Fetch’ while you had missing MonoBehaviors attached to game objects.
  • You can now safely add sub-folders inside the VIDE/Resources/Dialogues folder to organize your dialogues.
  • Removed autofocus
  • VD2 instance will no longer load dialogues to memory separately. It is now synced.
  • Fixed node duplication referencing Extra Variables
  • Added VD.GetNodeData overload to get node data from an inactive dialogue.
  • Example scene 1 art overhaul

If you are updating from a version before 2.0, please follow the steps states here in order to update.

Asset Store Link

I hope you enjoy the update 🙂
If you have any problems, please don’t hesitate on contacting me.

Twitter and 1.2 patch


I’m back on track and 2.0 is ready. I’ll be submitting today, should be available around next week. You can check what’s new here. Instructions on the update from 1.2 to 2.0 will be given next week.

There’s a new Twitter account for the plugin so that it’s simpler for me to post news, updates, and whatever. You might want to follow it if you plan to use VIDE, just to keep updated if anything comes up 🙂

Lastly, I’m uploading a small patch for 1.2. It fixes some important issues with SetNode and ActionNodes. If you’re not updating to 2.0 and wish to keep using 1.2, then you might want to apply that patch.

That’d be about it for now! Let me know if there’s anything I can help you with 🙂

VIDE Dialogues will no longer be free

VIDE started out as a personal project for personal use. I never expected it to be successful-ish.

Starting from the next update (2.0) VIDE Dialogues will no longer be free.
I initially launched it for free so as to get feedback from users and see if it turned out to be a useful tool. Since then, I’ve been reading your feedback, helping out those with bugs and issues, and working on updates to improve it, and despite the fact that I enjoy doing so, the task has become time-consuming. I thought on submitting a “Pro” version instead, but that would be even more time-consuming.

I’m aware that VIDE doesn’t offer a number of features that some other paid assets offer as it focuses on delivering raw data, so I’m not planning for it to be expensive, at all. Regardless, the price point is still TBD.

Of course, those who already own the asset will not have to pay for anything. So, if you haven’t yet, this is your chance 🙂

As a paid asset, I’ll be more actively working on improvements. Some of the things I plan to add/change for the next update: Check here

Thanks for your understanding.






VIDE 1.2 now available

The new update is up 🙂

Full changelist:

  • Fixed VIDE_Data loading wrong dialogues (with an offset) after creating or deleting new dialogues.
  • New toolbar that replaces Editor Tools.
  • Add sprites to your dialogues and nodes! Select default Player/NPC sprites from VIDE_Assign component and/or set a specific one for each node. Access the sprites through VIDE_Data.assigned.defaultPlayerSprite and NodeData.nodeSprite. Sprites should go inside Resources.
  • Brand new Extra Variables system. Store strings, ints, floats, or booleans as values. Access the objects from the extraVars dictionary using custom keys. Deprecated extraData is still available, though it will be removed in a later version.
  • Added UpdateExtraVariables method to modify Extra Variables at runtime.
  • Added ‘extraVars’, ‘nodeSprite’, and ‘dirty’ variables to NodeData.
  • Added buttons to expand/collapse window content to free space.
  • Added checkbox to disable the performance view when panning inside the VIDE Editor (Empty nodes when panning).
  • Inspector multi-object editing is now supported for VIDE_Assign component.
  • Updated exampleUI.cs and example1 scene with sprites and extraVars.
  • Updated documentation.


  • VIDE_Data’s methods and variables are now static and can be accessed from anywhere; instance no longer needed. You’ll have to update your scripts.
  • Renamed VIDE_Assign.dialogueName variable to VIDE_Assign.alias. You might have to set the names again for every VIDE_Assign component and update your scripts. This was a necessary change as ‘dialogueName’ was misleading.

NOTE: The last 2 changes in the list will require you to make some changes on your VIDE_Assign components and manager scripts, keep this in mind when deciding whether to update or not.

When changing dialogueName to alias, the string field gets reset. You’ll have to input the custom name for any VIDE_Assign that was previously using the dialogueName variable.

Also, you no longer need an instance of VIDE_Data in your script to access the contents. Now, whenever you are referring to a class, variable, or method inside VIDE_Data, you will type, for example, VIDE_Data.Next(). This change was made as to allow easy access to VIDE_Data without the need of referencing. You still need 1 VIDE_Data component in your scene.

Get the update here

I hope this is all helpful! Thanks for using VIDE 🙂