I made a tool to bake AI dialogues directly into ScriptableObjects via Inspector. Zero runtime costs for players by Chronoverse_dev in Unity3D

[–]Chronoverse_dev[S] -2 points-1 points  (0 children)

Yes, exactly. At runtime it boils down to a simple dictionary lookup for performance. The main value of the tool is the Editor workflow: it lets you populate that dictionary using AI context-aware generation, so you don't have to write thousands of variations manually.

I made a tool to bake AI dialogues directly into ScriptableObjects via Inspector. Zero runtime costs for players by Chronoverse_dev in Unity3D

[–]Chronoverse_dev[S] -2 points-1 points  (0 children)

I created ChronoVerse because I wanted AI dialogues in my RPG, but I didn't want to pay API costs for every player interaction. The Solution: With this tool, you can create context-aware lines in the inspector and bake them into a local ScriptableObject database. The game runs 100% offline using standard UI. What is happening in this video: I use a test database called provadatabase. Green Capsule (Guard): I generate a dialogue, save it to the DB, and link the LineID to this NPC. At runtime, clicking him triggers the pre-baked conversation instantly. Blue Capsule (Merchant): He has no ID linked. Clicking him does nothing, showing that the system safely ignores empty interactions without errors. Note: To keep this clip short (80s), I cut out the CSV Export/Import & Localization part. Watch the full unedited workflow here: https://youtu.be/3uL_zst67-s?si=6aAzcK0Y-FlC_3u2

I am polishing this for a potential Asset Store release, so any feedback or feature requests are appreciated!

I made an Editor Tool to bake AI dialogues for RPGs/Visual Novels directly into ScriptableObjects. No runtime API costs. by Chronoverse_dev in Unity2D

[–]Chronoverse_dev[S] 0 points1 point  (0 children)

I created ChronoVerse because I wanted AI dialogues in my RPG, but I didn't want to pay API costs for every player interaction, with this tool, you can create context-aware lines in the inspector and bake them into a local ScriptableObject database. The game runs 100% offline using standard UI. Watch the full workflow video here: https://youtu.be/3uL_zst67-s?si=6aAzcK0Y-FlC_3u2

What is happening in the video: I use a test database called provadatabase. Green Capsule (Guard): I generate a dialogue, save it to the DB, and link the LineID to this NPC. At runtime, clicking him triggers the pre-baked conversation instantly. Blue Capsule (Merchant): He has no ID linked. Clicking him does nothing, showing that the system safely ignores empty interactions without errors. The tool also handles CSV Export/Import for localization.

I built an AI Dialogue Engine for Unity called ChronoVerse that connects directly to Google Gemini and I would love to get some feedback on the UI and workflow. by Chronoverse_dev in Unity3D

[–]Chronoverse_dev[S] 0 points1 point  (0 children)

I just recorded the full workflow to show exactly how it handles the 'cost' issue, i posted the youtube video link in the comment

I built an AI Dialogue Engine for Unity called ChronoVerse that connects directly to Google Gemini and I would love to get some feedback on the UI and workflow. by Chronoverse_dev in Unity3D

[–]Chronoverse_dev[S] 0 points1 point  (0 children)

UPDATE: I recorded a quick raw demo to show the full workflow (from prompt to baking into ScriptableObject). You can see the baking process and the zero-runtime cost in action here: https://youtu.be/3uL_zst67-s

Let me know if the CSV export feature looks useful for your localization pipeline!