> For the complete documentation index, see [llms.txt](https://docs.yarnspinner.dev/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.yarnspinner.dev/2.1/getting-started/writing-in-yarn/commands.md).

# Commands

In Yarn Spinner, you can send instructions to your game through **commands**. Commands look like this:

```
<<wait 2>>
<<setsprite ShipName happy>>
<<fade_out 1.5>>
```

Commands are sent to your game's [Dialogue Runner](/2.1/using-yarnspinner-with-unity/components/dialogue-runner.md), just like lines and options are. Commands are not shown to the player directly; instead, they're used for things like stage directions.

Yarn Spinner comes with some built-in commands; however, to get the most usefulness out of them, you'll want to [define your own custom commands](/2.1/using-yarnspinner-with-unity/creating-commands-functions.md) that make your game do what you need to.

## Built-in Commands

There are two built-in commands in Yarn Spinner: `wait`, and `stop`.

### `wait`

The `wait` command pauses the dialogue for a specified number of seconds, and then resumes. You can use integers (whole numbers), or decimals.

```
// Wait for 2 seconds
<<wait 2>>

// Wait for half a second
<<wait 0.5>>
```

### `stop`

The `stop` command immediately ends the dialogue, as though the game had reached the end of a node. Use this if you need to leave a conversation in the middle of an `if` statement, or a shortcut option.

```
// Leave the dialogue now
<<stop>>

// Leave the dialogue if we don't have enough money
<<if $money < 50>>
    Shopkeeper: You can't afford my pies!
    <<stop>>
<<endif>>
```

## Making Your Own Commands

You can create your own commands, so that your scripts can . For more information on how to create them in Unity games, see [Creating Commands and Functions](/2.1/using-yarnspinner-with-unity/creating-commands-functions.md).
