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Learn about writing with the Yarn Spinner Visual Studio Code Extension.
In this section, we'll learn the Fundamentals of writing narratives and game logic using Yarn Spinner. This section is intended to serve as a long-term reference you can check back to, as well as a step-by-step guide. If this is your first time, you should work through it from the beginning.
Learn how to use the Yarn Spinner brand in your game, and how to acknowledge your use of Yarn Spinner.
This document is a living document, and might change from time to time. Please check back occasionally! If you have any questions, or want an official written answer, or written permission, or something else—even if it's weird, we love weird—please email legal AT yarnspinner.dev
Thank you for using Yarn Spinner! 💚 This page contains information on how to use the Yarn Spinner name and logo in projects that make use of Yarn Spinner, or in media coverage of Yarn Spinner.
There are two parts to crediting Yarn Spinner: what you're required to do if you use Yarn Spinner, and, optionally, what we'd appreciate you doing.
This page outlines the requirements, the things we'd appreciate you doing, and provides downloads of the Yarn Spinner logo.
Yarn Spinner is provided to you under the terms of the MIT License. This means that if you use Yarn Spinner in a game, software, or any other work, you are required to include a copy of Yarn Spinner's license in that work.
You can find a copy of Yarn Spinner's license on GitHub. It's also included in the packaged versions of Yarn Spinner (such as via the Unity Package Manager, and reproduced here:
You are required to include a copy of this with your game. There's no firm rules as to how you do this. We have some suggestions, though:
on a screen in your game, along with other software licenses
in a file that lists all licenses related to your game
in an accompanying PDF, or similar, electronic manual or documentation
Basically, as long as a copy of Yarn Spinner's version of the MIT license is distributed with your game, you're good to go.
In addition to including a copy of the Yarn Spinner's MIT license in your game, we'd very much appreciate it if you include Yarn Spinner in your game's credits, such as the initial splash screen, or in your end-game credits, or somewhere else of your choosing. Yarn Spinner is freely released, under a permissive open source license, and we appreciate you telling people that Yarn Spinner helped make your game.
If you credit Yarn Spinner, you can use the logo, which are available below, a text credit, or both. If you use a text credit, we suggest the following:
Dialogue powered by Yarn Spinner — https://yarnspinner.dev
You can reword this however you'd like, but we'd prefer if you kept the name 'Yarn Spinner', and the link to the website.
Yarn Spinner® is a trademark of Secret Lab Pty. Ltd., the original creators, and is licensed to Yarn Spinner Pty. Ltd, which is a spinoff company to look after the project.
For the purposes of crediting Yarn Spinner, acknowledging that you're using Yarn Spinner, or discussing, teaching, or tutorialising Yarn Spinner and other simlar uses, we give you permission to use the Yarn Spinner name and logo on packaging, promotional/advertising materials, splash screens, in publications, seminars, conference talks, and web sites, and anything else in relation to your Yarn Spinner-powered software.
When using the Yarn Spinner name and logo, please do your best adhere to the following general guidelines:
The Yarn Spinner trademark can only be part of a product name (e.g. "Big Talk for Yarn Spinner") if it's a true reflection (i.e. the product works with Yarn Spinner).
The Yarn Spinner trademark can be used in a referential manner or alongside a referential phrase (e.g. "SimOptometrist is built with Yarn Spinner", "Aunty Edna's Grand Adventure uses Yarn Spinner", "Big Talk is compatible with Yarn Spinner", "Bobby Yarner teaches Yarn Spinner", "Learn Yarn Spinner with Dr Eyeballs");
The game, or project that you're including the Yarn Spinner trademark must, in fact, work with, use, or relate to Yarn Spinner in some way;
The use of the Yarn Spinner trademark cannot imply endorsement, sponsorhip, or an inaccurate representation of the relationship between you, your game/project, and the Yarn Spinner project, team, Yarn Spinner Pty. Ltd., or Secret Lab Pty Ltd;
The use of the Yarn Spinner trademark should not show Yarn Spinner, the Yarn Spinner team, Yarn Spinner Pty. Ltd., Secret Lab Pty Ltd, or any related group or entity in an false or derogatory manner, or in association with any hate speech, or criminal or illegal activities.
If you have any questons on this, ask the Yarn Spinner team in the Discord, tweet at us, or email us at legal AT yarnspinner.dev — we're friendly, and really just want to help.
When you use the Yarn Spinner trademark, logo, or brand to credit Yarn Spinner in your game (or other work), you should try your best to conform your use to our brand guidelines.
You may not edit, modify, distort, recolour, or change the Yarn Spinner logo unless you show us what you've done (and receive our approval), or ask our permission. We're happy for you to totally diverge from our colours and branding, if we talk about it with you, so please email us at legal AT yarnspinner.dev to chat — we're friendly, we promise!
You can download a copy of the Yarn Spinner logo for inclusion in your credits below. We explicitly give you permission to use these logos, in accordance with the guidelines on this page:
Learn to write Yarn Spinner Scripts.
This section will equip you with all the knowledge you need to write Yarn Spinner Scripts. Work through the following steps, or jump in to the point you're comfortable with.
Get comfortable with Yarn Spinner Scripting and write Yarn Spinner Scripts using our online, browser based tool, Try Yarn Spinner.
Once you're comfortable with the basics of Yarn Spinner and Try Yarn Spinner, you'll move to using Yarn Spinner for Visual Studio Code to write narratives, and learn the fundamentals of Yarn Spinner Scripting.
Learn the advanced features of Yarn Spinner for Visual Studio Code.
Get comfortable using Try Yarn Spinner
Learn how to use Yarn Spinner for Visual Studio Code as your Yarn editor.
Yarn Spinner for Visual Studio Code is designed to work with a folder, not single files. You should always work on a project-by-project basis with folders containing your .yarn
file or files in it, even if your narrative only has one .yarn
file, put it in a folder of its own.
Let's do the same things we did back when we started getting comfortable with Yarn Spinner Scripting,
Here, we'll walkthrough the process of using Yarn Spinner for Visual Studio Code to write .yarn
stories.
For this example, we'll start with an existing story (Chat.yarn
) in a folder (YSDocsDemos
):
You can download this folder as a .zip
file here, if you want to follow along. TODO LINK.
If we open VS Code, the default screen will have an Open button right in the middle.
Click this button, or choose the File menu -> Open Folder..., and then open the folder containing your .yarn
files:
When the folder opens, you'll see the sidebar of VS Code change to reflect the contents of the folder. You can click on a .yarn
file to open it in the text editor:
With a .yarn
file open in VS Code, you can verify that the Yarn Spinner for Visual Studio Code Extension is active by looking in the bottom right-hand corner of the screen, and locating the words "Yarn Spinner":
The bottom right-hand corner of Visual Studio Code window will only show "Yarn Spinner" if both the Yarn Spinner for Visual Studio Code extension is installed, and the currently active file is recognised as a .yarn
file by its extension.
You can use the text editing view to work with .yarn
, and to write your narratives. The Yarn Spinner for Visual Studio Code extension provides all sorts of features to make this process easier.
For example, if you hold the Command key (on macOS) or the Control key (on Windows or Linux) and hover over names of nodes in, for example, `<<jump>>
statements, you'll be able click on them to move the editor view to the Yarn that represents that node:
You'll also be offered autocomplete suggestions based on node names that exist in your project. For example, if you create a new <<jump>>
statement, you'll be able to pick from your nodes:
If your Yarn projects also use variables, Yarn Spinner for VS Code will help out as well. For example, when you <<declare>>
a new variable, you can add a comment with three /
in front of it to provide a description of the variable:
Then, when you use the variable, you can hover over it in VS Code for a reminder of its purpose (and its default value):
Variable names will also autocomplete when you try and use them, and errors will be show if there are type isues. So, if you <<declare>>
a variable to be a certain type, for example a boolean
:
... and then attempt to use that variable in a way that would produce an error. For example, by attempting to assign a number to it, then Yarn Spinner for Visual Studio Code will show an error:
You'll also be able to see documentation comments from commands defined in your game's C# source code:
While Yarn is a text based language, our Yarn Spinner for Visual Studio Code extension provides a handy Graph View. You can open the Graph View for whichever .yarn
file you're currently working with by clicking the Graph View button in the top right-hand corner:
You might notice that, when you first look at the Graph View for a .yarn
file, all the nodes appeared stacked on each other, like this:
To make sense of things, and better understand the <<jump>>
use between nodes, you can rearrange the nodes by clicking and dragging to wherever you want them:
The position of the nodes will be stored in each node's header:
You can use the Add Node button, found at the top of the Graph View, to add new nodes. New nodes will appear in the Graph View, and in the text editor:
Double-clicking a node in the Graph View will jump to that node in the Text View:
If you have a lot of nodes, you can use the Jump to Node menu, in the top right-hand corner of the Graph View, to jump the Graph View to a specific node:
At any point you can also click Show in Graph View, found above each node in the Text View to jump the Graph View to it:
You can add some additional metadata to the headers of each node to customise your Graph View, for ease of understanding the relationships between areas of your script. For example, if you add the color
field to the header, you can colour-code your nodes:
You can use red
, green
, blue
, orange
, yellow
, or purple
. The colours that you see may be different, depending on your VS Code theme.
The color
field works like any other header element, and goes below the title
and above the ---
:
You can also group your nodes by adding the group
field to your node headers. For example, if you add group: Main_Options
to the header of the Volcanos
, Dogs
, and Trees
nodes, you'd end up with this:
The VS Code Command Palette has a number of useful Yarn Spinner features as well. Summon the Command Palette by pressing Shift + Command + P (Mac) or Ctrl + Shift + P (Windows/Linux), or choosing the View menu -> Command Palette..., and type "Yarn Spinner" to filter the available commands to those provided by the Yarn Spinner for Visual Studio Code Extension:
From here you can Preview Dialogue, which will allow you to play through your narrative, right inside Visual Studio Code. To learn more about this, read Previewing Your Dialogue.
The Export Dialogue as HTML... option will export a self-contained playable version of your narrative as an HTML file, which is otherwise the same as the experience your get when previewing.
The Export Dialogue as Graph... option will allow you to export a .dot
file of your graph. To learn about .dot
files, check out the GraphViz documentation: https://graphviz.org/doc/info/lang.html
And finally, the Export Dialogue as Recording Spreadsheet... option will allow you to export a spreadsheet, which can be useful for voice actors recording dialogue.
Learn about the Yarn Spinner Editor, our official extension for Visual Studio Code.
To write and edit Yarn Spinner Scripts you will be using the Yarn Spinner for Visual Studio Code. Yarn Spinner for Visual Studio Code is an extension for the free text editor, Visual Studio Code (VS Code).
Yarn Spinner for Visual Studio Code gives you syntax highlighting, as well as a graph view that displays the nodes, and relationships between the nodes, and a whole bunch of other useful features that we'll be exploring as we learn the Fundamentals.
Visual Studio Code is a powerful, flexible, open source code editor for Windows, macOS, and Linux. It supports extensions, which allow it to perform a wide range of useful tasks. The Yarn Spinner Extension is one of these.
If you've never used to VS Code before, head to their official website and install it for your operating system and platform before continuing. Don't be alarmed by the AI-powered nonsense Microsoft will try and sell you, you can turn it off.
With the Yarn Spinner Visual Studio Code Extension installed, you can make new Yarn files, and edit existing ones, right inside the VS Code editor.
If you're already familiar with VS Code and VS Code extensions, you can just install the extension secretlab.yarn-spinner
, or click here and hit the install button, and you'll be ready to go.
Once you've got VS Code installed on your system, you'll want to install the Yarn Spinner for Visual Studio Code:
Launch Visual Studio Code
Open the Extensions view
To do this, select the blocks symbol from the left-hand sidebar, or press Command+Shift+K on macOS, or Control+Shift+X on Windows or Linux.
Search for the Yarn Spinner Extension
With the Extensions view open, type "Yarn Spinner" into the search field:
Install the Extension
Once the results have loaded, click "Install" next to the Yarn Spinner Extension.
That's all you need to do to install the extension! You're ready to write and edit Yarn scripts with Visual Studio Code.
Learn to use options, which allow your players to choose lines of dialogue.
When you want to let the player decide what to say, you use an option. Options let you show multiple potential lines of dialogue to the player, and let the player select one.
Options are prefixed with a ->
. You write as many options as you'd like the player to see, and the player chooses one of them. The content of the option is like any other line of dialogue.
For example, consider the following code:
In this example, the line "Navigator: We're arriving before we left. We've become our own rescue mission.
" will run. The player will then be given the choice for the Captain to say either "Let's alter our trajectory and break this temporal loop!
", or "We must complete the cycle. Our past selves depend on it.
"
Options can have their own lines, which are run when the option is selected. If a different option is selected, they won't run. To write this, indent the lines that belong to an option.
In the following code, different lines will run based on which of the two shortcut options are selected.
When the player has the choice of saying either "Let's alter our trajectory and break this temporal loop!
", or "We must complete the cycle. Our past selves depend on it.
"
Depending on their choice, the Navigator will say "Risky, Captain. We'd be writing ourselves out of existence.
" or "Then we're doomed to repeat this moment... forever.". Finally, no matter what was selected, the line "Sounds good!
" will run.
In addition to containing lines, options can also contain other options.
In Yarn, everything you write is text and structured around nodes and lines.
In Try Yarn Spinner, the first node to run is always called Start, so we’ll write that now.
In your own games or narratives outside of Try Yarn Spinner, the first node can be named whatever you like.
Copy and paste, or write, this Yarn Spinner script into Try Yarn Spinner, and hit the Run button in the top-right.
Check out the playable version of this Yarn Spinner script on the right-side of the screen.
We just wrote a simple Yarn Spinner script consisting of one node (titled Start
), with one line inside that node, delivering a greeting from a narrator.
The title of your nodes is important, because your game uses node titles to tell Yarn Spinner which node to start running. You also use the title of a node when you want to jump to another node, as you'll see soon.
Node titles are never shown to the player and must start with a letter, and can contain any letters, numbers and underscores (but cannot contain a period or other symbols)
Learn about the glorious history of Yarn Spinner.
Yarn Spinner is maintained by Yarn Spinner Pty. Ltd., an Australian company based in beautiful Hobart, Tasmania.
Yarn Spinner Pty. Ltd. was founded by the team that created Yarn Spinner—Jon Manning, Tim Nugent, and Paris Buttfield-Addison—all colleagues and contributors at Secret Lab, a game development studio, known for working on Night in the Woods, the Australian ABC Play School games, and more.
v0.9 was released in October 2015, this was the first public release;
v1.0 was released in January 2020;
v2.0 was released in December 2021;
v2.1 was released in February 2022;
v2.2 was released in April 2022;
v2.3 was released in July 2023;
v2.4 was released in November 2023;
v2.5 was released in December 2024, this will be the final significant release of the 2.x version, before we move to 3.x.
Yarn Spinner Pty. Ltd. is a tools development company located in Hobart, Australia. Yarn Spinner designs and builds the open source Yarn Spinner project, and offers consulting, integration, and development services for custom Yarn Spinner integrations, features, and more.
Yarn Spinner's core team are also the founders and long-term team members of Secret Lab Pty. Ltd.
Secret Lab has been enthusiastically building video games, apps, and technology to showcase culture, history, arts, and narrative experiences since 2008, and is the longest running games studio in Tasmania.
Secret Lab is proud to be the original creators of Yarn Spinner, and is currently working on the BAFTA- and IGF-winning Night in the Woods, the interactive story game, I Feel Fine (written by Ryan North), and the adventure-puzzle game, Leonardo's Moon Ship (written by writer of Pixar's Ratatouille, Jim Capobianco).
A quick summary of the various projects that make up the various components and experiments of the overall Yarn Spinner project.
Yarn Spinner isn't a single project, but is a collection of projects. Conceptually, we think of Yarn Spinner as having Core Components, some Add-ons, and some Yarn Labs Experiments.
These are production-ready components, with stable, established, released versions:
Yarn, the language you write your dialogue and narrative in: you write Yarn scripts.
Yarn Spinner for Visual Studio Code, the extension for the popular free text editor, Visual Studio Code, that gives it an understanding of the Yarn language, and helps you to write Yarn scripts.
Yarn Spinner for Unity, the package you use to import and use your Yarn scripts in games you build in Unity.
Yarn Spinner for Unreal is moving from Yarn Labs to Core Components in early-2024.
These are projects that supply additional features to Yarn Spinner, and exist as add-ons to the free, open source projects that comprise the bulk of Yarn Spinner:
Dialogue Wheel for Yarn Spinner, an add-on package for Yarn Spinner for Unity that provides Mass Effect-style dialogue wheel dialogue views.
Speech Bubbles for Yarn Spinner, an add-on package for Yarn Spinner for Unity that provides customisable speech bubbles as dialogue views.
These are experimental projects that are likely to eventually be released, but are currently in early, or experimental stages:
Yarn Spinner for Unreal, the package you use to import and use your Yarn scripts in games you build in Unreal.
Yarn Spinner for Godot, the package you use to import and use your Yarn scripts in games you build in Godot.
Yarn Spinner for Rust, the package that you use to import and use your Yarn scripts in games you build using the Rust-based Bevy engine.
When you first start learning Yarn, you can use , our introductory, browser- based tool for writing Yarn Spinner Scripts. No installation necessary!
As you learn to write dialogue and game scripts with Yarn, you'll eventually need to use our editor, which is a Visual Studio Code Extension. Before you get to that stage, the best place to experiment with, and explore Yarn Spinner, is .
Yarn Spinner is now maintained by the Yarn Spinner Pty. Ltd. team: , , and , with regular help from researcher and freelancer , and a huge community of open source contributors. ❤️
You can .
is an independent games and creative technology studio located in Hobart, Australia.
to build your video games, interactive experiences, fancy apps, and more.
If you're new to Yarn Spinner, you don't necessarily need to understand the components just yet. We strongly recommend starting with .
Try Yarn Spinner, an online tool that allows you to write Yarn scripts and Play them in a web browser. It's useful to write basic Yarn, and test things out. It's just a you can visit!
⭐️ To learn to use the Core Components, jump into the .
⭐️ To purchase the Add-ons, , or the , or just .
If you're new to Yarn Spinner, we recommend that your next step is working through .
Learn to use the jump command to move the narrative between nodes.
The <<jump>>
command is used by writing <<
then the word jump
, a space, and then the full title of the node you want to jump the narrative to, then another >>
.
For example, to jump to a node with the title Rescue_the_Kitten
you would write <<jump Rescue_the_Kitten>>. You should place jump
Yarn Spinner Scripts can get pretty complex pretty fast, so it's a good idea to use the <<jump>>
command to jump to a different node to keep sections of dialogue cleanly separated.
For example, consider the following conversation, whic could be structured inside one node, using nested options, or split over several nodes using options and jump commands:
Separating dialogue segments into nodes can aid in writing neater files that are easier to edit as they grow.
Sometimes it makes sense for the options presented or the outcomes of selecting different options to vary based on other things the player has done or said up until this point. This requires the use of logic and variables, which we'll discuss in this section.
Yarn Spinner Script is a full programming language, which means it has support for writing code that let you control how the dialogue in your game works. In this section, you'll learn how to use variables to control your dialogue.
Variables store information. Variables can store one of three types of information: numbers, strings, and booleans.
Number
Any whole or decimal number
1
, 2.5
, 3468900
, -500
String
Any sequence of letters, numbers and other characters, enclosed in quotes.
"Hello
", "✓
", "A whole sentence.
"
Boolean
Either the value true or the value false.
true
, false
Every variable has a name. In Yarn Spinner, all variable names start with a dollar sign ($
).
Declaring a variable means telling Yarn Spinner that a variable exists, what it's meant to be used for, and what initial value it has.
To declare a variable, you use the <<declare>>
statement:
If you use a variable without declaring it, Yarn Spinner will try to figure out what type it should have based on how it's being used in your scripts, as well as what initial value it should have - zero for numbers, false for booleans, and blank text for strings. When a variable is not declared, we call that an implicit declaration.
If you declare a variable, you can make sure that the type of the variable is what you intend it to be. Declaring a variable also lets you control what the variable's initial value is, and lets you add descriptive comments that explain the purpose of the variable to other people (or to your future self!)
You put information into a variable by using the <<set>>
command. For example, the following code puts a string, "Hello, Yarn!"
, into a variable called $greeting
:
As with node titles, variable names must not contain spaces. While they can contain a range of different characters the first character must be a letter. In general your variables will be made up of only letters, numbers and underscores.
Each variable can only store one type of value. Variables can change their value at any time, but they can never change their type.
For example, the following Yarn Spinner Script will work:
This works because while the value of each of the variable changes, the type doesn't. However, the following Yarn Spinner Script will not work:
In earlier versions of Yarn Spinner, variables could also be null
, which represented "no value". From with Yarn Spinner 2 onwards, variables are never null
. All variables are required to have a value.
You can work with the values inside variables. For example, numbers can be multiplied, strings can be added together, and boolean values can have logical operations (like and and or) applied to them. When values are used together like this, it's called an expression.
An expression needs to be a single type. You can't work with values of different types in a single expression. For example, the following code will not work:
Yarn Spinner provides built-in functions for converting between certain types:
The string
function converts values of any type into a string.
The number
function converts values of any type into a number (if it can be interpreted as one.)
The bool
function converts values of any type into a boolean value (if it can be interpreted as one.)
Yarn Spinner supports the following logical operators. Most of these have multiple ways being written:
Equality: eq
or is
or ==
Inequality: neq
or !
Greater than: gt
or >
Less than: lt
or <
Less than or equal to: lte
or <=
Greater than or equal to: gte
or >=
Boolean 'or'': or
or ||
Boolean 'xor': xor
or ^
Boolean 'not': not
or !
Boolean 'and': and
or &&
Addition: +
Subtraction: -
Multiplication: *
Division: /
Truncating Remainder Division: %
Brackets: (
to open the brackets and )
to close them.
Yarn Spinner follows a fairly standard order of operations, and falls back to using left to right when operators are of equivalent priority.
The order of operations is as follows:
Brackets
Boolean Negation
Multiplication, Division, and Truncating Remainder Division
Addition, Subtraction
Less than or equals, Greater than or equals, Less than, Greater than
Equality, Inequality
Boolean AND, Boolean OR, Boolean XOR
To show the contents of a variable, you put it inside braces ({ }
) inside a line. The value of that variable will appear in its place.
For example:
.
Learn how to write Yarn Spinner Scripts using our online, browser based tool, Try Yarn Spinner.
Continue to learn more more of what we just did.
Preview your dialogue within the Yarn Spinner for Visual Studio Code Extension.
You can run your Yarn script inside the Visual Studio Code extension, without having to import it into a game. This means that you can write content for your game even if the game isn't yet ready to have dialogue added to it. It's also useful for quickly checking to see if your Yarn script works the way that you want it to before testing it in your game.
This is fundamentally the same preview experience you'll get if you Test your dialogue at https://try.yarnspinner.dev
To preview your dialogue in Visual Studio Code, open the Command Palette by pressing Command-Shift-P
(Control-Shift-P
on Windows), and type "Preview Dialogue". Your current Yarn project will open to the side, and you can begin playing through your script.
By default, the dialogue preview will begin playing from the node named "Start". If no node named "Start" exists, then the dialogue preview will begin playing from the first node in one of your files. You can choose which node to start playing from in the menu at the top-right of the preview area.
While playing through your dialogue in preview mode, there are several features that can be useful to test out a script.
Changing the starting node: By default, the dialogue preview will start playing from a node named "Start", if one is present in your Yarn files. If you want to play from a different node, open the list of nodes and choose the node you want to start from.
Changing whether lines are shown one at a time, or all at once: By default, the dialogue preview shows each line and command one and a time. You can change this to delivering everything all at once by opening the Settings menu and changing the setting to "Show Lines All At Once".
Showing the contents of variables: You can see the current contents of all variables in your script by opening the Settings menu and choosing "Show Variables". A list of variables will appear, and as you play through your script, they'll update when your script changes their contents.
Changing whether 'unavailable' lines are shown: Options can be marked as 'unavailable' depending on whether or not a test has passed. By default, options that fail this test are not shown in the dialogue preview at all; to change this to showing all options (including ones that the user can't choose), open the Settings menu and choose "Show Unavailable Options".
Restarting the script: When you click the Restart button, the dialogue preview will restart from the currently selected starting node.
You can export a stand-alone HTML file containing a runnable version of your Yarn script, which you can send to other people for them to play. This can be particularly useful for writers who want to get feedback on their scripts before working with other team members to integrate their content.
To export your script, click the Export button, and choose where to save the file. The file can then be sent anywhere you like, and can be opened in all major web browsers.
Learn about nodes and lines in Yarn Spinner scripts.
Yarn Spinner files contain nodes. Nodes are where you put your dialogue. You can have as many nodes as you want in a file. Nodes are used to separate out parts of the story, and make it easier to manage longer stories and branching.
Each node has, at the very minimum, a collection of headers, and a body. All nodes have at least one header, which is the title. The title is the name of the node, and the body contains the Yarn script that contains your game's dialogue.
Node headers can contain any number of lines with the structure key: value
. This can be used to store additional information, such as the location the conversation is taking place.
The title of a node is important, because your game uses node titles to tell Yarn Spinner which node to start running. You also use the title of a node when you want to jump to another node. Node titles are not shown to the player.
Node titles must start with a letter, and can contain letters, numbers and underscores.
So FirstNode, First_Node and Node1 valid, but First Node and 1stNode are not.
Node names cannot contain a . (period).
Node names were able to contain a period in Yarn Spinner 1, and if your Yarn Spinner 1 .yarn
scripts have periods in the node names, you can use the upgrader script to convert them (and all jumps and options related) to use a _
(underscore) instead
The ---
marker indicates where the body begins. After this point, you can put all of your Yarn script.
The ===
marker indicates where the node ends; after this point, you can begin another node.
The body of a node (that is, the content between the node start marker ---
and the node end marker ===
) is made up of three different kinds of content: lines, commands, and options.
When you write Yarn Spinner dialogue, just about every line of text that you write in a node is a line. When a node is run, it runs each line, one at a time, and sends it to your game.
A line of dialogue is just the thing you want some entity or character to say, usually beginning with the name of the entity speaking.
For example, consider the following Yarn Spinner script snippet from Night in the Woods:
When this code is run in the game, it looks like this:
Yarn Spinner sends each of these lines, one at a time, to the game. The game is responsible for taking the text, and presenting it to the player; in the case of Night in the Woods, this means drawing the speech bubble, animating each letter in, and waiting for the user to press a key to advance to the next line.
Lines of dialogue can contain just about any text, except for some special characters that Yarn Spinner uses to add extra information to a line.
If there is a set of characters without spaces before a colon (:) at the beginning of the line, Yarn Spinner will mark that as the name of the character. This information will then be passed to your game, so that you can change the way that lines are shown based on the character who's saying them. For example:
Write a story inside a single node using Try Yarn Spinner.
Use Try Spinner to write a tiny story of 5 to 10 lines.
Play your story in Try Yarn Spinner
In Yarn Spinner, you can send instructions to your game through commands. Commands look like this:
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.
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.
Learn about detour and return, which let you temporarily move to another node, then return.
In Yarn Spinner 3, you can use a detour
statement to run content from a different node, before returning to the previous node.
Here’s an example of using the detour
statement.
If the player replies ‘No?’ to the guard’s question, Yarn Spinner will detour to the Guard_Backstory
node and run its contents. When the end of that node is reached, Yarn Spinner will return to the Guard
node, and resume from just after the detour
statement.
When you detour
into a node, Yarn Spinner runs the content from that node just as if you’d used a jump
statement. When you reach the end of the node, or reach a return
statement, Yarn Spinner will return to just after the detour
statement.
You can return early from a detoured node by using the return
statement. Doing so will return to just after the detour
statement, as though the end of the node had been reached.
If Yarn Spinner reaches a return
statement, and it hasn’t detoured from another node, it will stop the dialogue (that is, it will behave as though you had written a stop
command.)
When you detour into a node, that node can itself detour into other nodes.
If a detoured node uses a jump
command to run another node, the return stack is cleared. If you detour
into a node, and that node jumps
to another node, Yarn Spinner won’t return to your original detour
site.
Learn about creating enums, which allow you to create variables that are constrained to a specific set of values.
In Yarn Spinner 3, enums let you create variables whose value is constrained to a pre-defined list of possibilities.
An enum (short for ‘enumeration’) is useful when you have a variable that needs to have a wider range of possible values than simply true
or false
, but needs to be more specific than a number
or string
.
To define an enum you must provide a name, and some cases for it. Here's a new enum called Food
with the cases Apple
, Orange
, and Pear
:
Once you've created an enum, you can use it just like any other variable:
In Yarn Spinner scripts, functions perform two main kinds of task:
Functions let you get values that change over time, or that depend on other values. For example, the random
function returns a different random number every time you call it.
Functions let you get data from your game back into your scripts.
You call a function inside an expression. For example:
Yarn Spinner comes with several built-in functions for you to use.
visited(string node_name)
visited
returns a boolean value of true
if the node with the title of node_name
has been entered and exited at least once before, otherwise returns false
. Will return false
if node_name
doesn't match a node in project.
visited_count(string node_name)
visted_count
returns a number value of the number of times the node with the title of node_name
has been entered and exited, otherwise returns 0
. Will return 0
if node_name
doesn't match a node in project.
format_invariant(number n)
format_invariant
returns a string representation of n
, formatted using the invariant culture. This is useful for embedding numbers in commands, where the command expects the number to be formatted using the invariant culture. For example, <<give_gold {$gold}>>
, which might end up as give_gold 4,51
in German, but give_gold 4.51
in English, can now be <<give_gold {format_invariant($gold)}>>
, which will always be give_gold 4.51
.
random()
random
returns a random number between 0 and 1 each time you call it.
random_range(number a, number b)
random_range
returns a random number between a
and b
, inclusive.
dice(number sides)
dice
returns a random integer between 1 and sides
, inclusive.
For example, dice(6)
returns a number between 1 and 6, just like rolling a six-sided die.
min(number a, number b)
min
compares a
and b
, and returns the smaller of the two.
max(number a, number b)
max
compares a
and b
, and returns the larger of the two.
round(number n)
round
rounds n
to the nearest integer.
round_places(number n, number places)
round_places
rounds n
to the nearest number with places
decimal points.
floor(number n)
floor
rounds n
down to the nearest integer, towards negative infinity.
ceil(number n)
ceil
rounds n
up to the nearest integer, towards positive infinity.
inc(number n)
inc
rounds n
up to the nearest integer. If n
is already an integer, inc
returns n+1
.
dec(number n)
dec
rounds n
down to the nearest integer. If n
is already an integer, dec
returns n-1
.
decimal(number n)
decimal
returns the decimal portion of n
. This will always be a number between 0 and 1. For example, decimal(4.51)
will return 0.51
.
int(number n)
int
rounds n
down to the nearest integer, towards zero.
This is different to floor
, because floor
rounds to negative infinity.
Learn about using smart variables that determine their value at run-time.
In Yarn Spinner 3, smart variables let you create variables whose value is determined at run-time, rather than setting and retrieving a value from storage.
Smart variables give you a simple way to create more complex expressions, and re-use them across your project.
Smart variables can be accessed anywhere a regular variable would be used:
Learn about using line groups, which allow Yarn Spinner to choose which content to run, depending on conditions.
To give your dialogue more life and variety, you can also provide lines in a line group. When lines are in a line group, Yarn Spinner will choose one of them for you.
Line groups are collections of lines that begin with a =>
symbol:
In this example, the Captain will say "Navigator, fire the glitter torpedoes! That'll confuse the enemy ships!
", and then Yarn Spinner will choose one of the subsequent lines to respond with.
Line groups are great for running ‘barks’ - collections of short lines that need to run in response to an in-game event. It can be useful to think of them like Yarn Spinner’s existing options ->
syntax, but instead of the player choosing which content to run, the computer picks it for you:
You can attach conditions to lines in a line group, to ensure that they only run when it’s appropriate to do so. Conditions can be any true or false expression, and can also be combined with the once
keyword to ensure that a line can only run once:
A line in a line group can also have additional lines belonging to it, which will run if the item is selected.
Commands are sent to your game's , 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 that make your game do what you need to.
You can create your own commands, so that your scripts can send directions to your game. For more information on how to create them in Unity games, see .
A function is a block of code that provides a value to your Yarn scripts, which you can use in , or store in .
You can define your own custom functions in Yarn Spinner. For more information, see .
Functions are not intended to be a way for you to send instructions to your game. For that purpose, you should use .
In particular, functions are not guaranteed to be called in the same order as they appear in your code, or even be called at all if Yarn Spinner believes the result can be cached. As much as possible, custom functions should be , and have no side effects besides returning a value based on parameters.
To create a smart variable, using the declare
statement and provide an expression, rather than a single value:
if
statementsIn addition to storing information, variables are useful for controlling what's shown to the player. To do this, you use if
statements.
An if
statement allows you to control whether a collection of content is shown or not. When you write an if
statement, you provide an expression, which is checked; if that expression evaluates to a "true" value, then all of the content in between the <<if>>
and <<endif>>
statements are run.
For example, consider the following code:
This example will set a variable, $gold_amount
, to 5. It will then show the line "I'd like to buy a pie!", and before it continues, it will check to see if $gold_amount
is less than 10. If that's the case (which it will be!), the line "Well, you can't afford one!" will run.
elseif
and else
You can use the elseif
and else
statements to handle different situations in an if
statement.
An elseif
statement has an expression that gets checked if the if
statement, or any previous elseif
statements, don't run.
An else
statement doesn't have an expression, and runs if the if
and any elseif
don't run.
For example:
This script will show different lines depending on the value of $gold_amount
. The checks are done from top to bottom, which means that in order for an elseif
or else
to run, all of the checks above it have to have failed.
If it's less than 10, the line "Well, you can't afford one!" will run.
Otherwise, if it's less than 15, the line "You can almost afford one!" will run.
Otherwise, the line "Here you go!" will run.
The expression used in an if
and elseif
statement must result in a boolean value (that is, true or false.) For exame,<<if 1>>
isn't allowed, but <<if 1 == 1>>
is.
When presenting options to the player, you may want to make some options not available. You can do this by adding a condition to the option.
For example, if you have a variable that tracks your player's "reputation points", called $reputation
, you might want to make certain options only available if the value of $reputation
is high enough.
Conditions on options are done by adding an if
statement to the end of the option. They look like this:
When Yarn Spinner runs this collection of options, it will check the expression inside the if
statement. If the expression is false
, then the option will be marked as unavailable.
Yarn Spinner always delivers every option in an option group to the game; it's up to the game to decide what to do with options that are marked as unavailable.
For example, an unavailable option might be shown to the user, but not selectable, so that the user can see that they could have been able to say that if circumstances had been different.
Now that you know how to work with nodes, lines, options and variables, there's one last part of the Yarn language to learn about: commands.
Learn about reusing the same line in multiple places, using shadow lines.
In Yarn Spinner 3, shadow lines let you reuse the same line in multiple places, without having to create duplicate copies.
Shadow lines are copies of other lines, but don’t create a duplicate entry in the string table. This can be useful if you want to re-use an existing line in more than one place, which can be important when each line has in-game assets like voice-over recording.
Shadow lines are marked using the #shadow:
hashtag. When you use the #shadow:
tag, you specify the line ID of another line, which is called the source line. The source line must have an explicit #line:
hashtag to identify it.
Here’s a simple example of using shadow lines:
The script contains six lines, but only 5 string table entries will be created, because the line “I should go” is shadowed.
Shadow lines are required to have the same text in the Yarn script as their source line, but are allowed to have different hashtags (in addition to the #shadow:
and #line:
hashtags).
Markup allows you to add attributes into your text, like [a]hello[/a]
. These attributes can be used by your game to do things like change the formatting of the text, add animations, and more.
When text is parsed, the tags are removed from the text, and you receive information about the range of the plain text that the attributes apply to.
Attributes apply to ranges of text:
Yarn Spinner will take this text, and produce two things: the plain text, and a collection of attributes. The plain text is the text without any markers; in this example it will be:
Attributes represent ranges of the plain text that have additional information. They contain a position, a length, and their name, as well as their properties.
In this example, a single attribute will be generated, with a position of 4, a length of 5, and a name of "wave".
Attributes are opened like [this]
, and closed like [/this]
.
Attributes can overlap:
You can put multiple attributes inside each other. For example:
You can close an attribute in any order you like. For example, this has the same meaning as the previous example:
Attributes can self-close:
A self-closing attribute has a length of zero.
The marker [/]
is the close-all marker. It closes all currently open attributes. For example:
Attributes can have properties:
This attribute 'wave' has a property called 'size', which has an integer value of 2.
Attributes can have short-hand properies, like so:
This is the same as saying this:
This attribute 'wave' has a property called 'wave', which has an integer value of 2. The name of the attribute is taken from the first property.
Properties can be any of the following types:
Integers
Floats
'true' or 'false'
Strings
Single words without quote marks are parsed as strings. For example, the two following lines are identical:
If a self-closing attribute has white-space before it, or it's at the start of the line, then it will trim a single whitespace after it. This means that the following text produces a plain text of "A B":
If you don't want to trim whitespace, add a property trimwhitespace
, set to false
:
You may want to show text containing the [
and ]
characters to your player. To prevent the markup parser from treating as special characters, you can escape them. Text that has been escaped will be treated as plain text, and will not be interpreted by the parser.
There are two ways to escape your markup: escaping single characters, and using the nomarkup
attribute.
[
and ]
charactersIf you need to escape a single square bracket character, put a backslash \
in front of it:
This will appear to the player as:
The backslash will not appear in the text.
If you need to show a blackslash in your text, use two blackslashes:
This will appear as:
nomarkup
AttributeIf you want to escape a longer run of text, or if you have many square brackets, escaping a single character at a time can be cumbersome. In these cases, you may want to escape an entire region of text, using the nomarkup
attribute. This attribute makes the parser ignore any markup characters inside it.
If you want to include characters like [
and ]
, wrap them in the nomarkup
attribute:
This will appear as:
character
AttributeThe character
attribute is used to mark the part of the line that identifies the character that's speaking.
Yarn Spinner will attempt to add this character for you, by looking for character names in lines that look like this:
The markup parser will mark everything from the start of the line up to the first :
(and any trailing whitespace after it) with the character
attribute. This attribute has a property, name
, which contains the text from the start of the line up to the :
. If a :
isn't present, or a character
attribute has been added in markup, it won't be added.
This means that the example above is treated the same as this:
You can use this to trim out the character names from lines in your game.
Certain attributes in Yarn Spinner's markup are "replacement" markers, which Yarn Spinner uses to insert or replace text based on the value of a variable. There are three built-in replacement markers:
The select
marker uses the value of a variable to choose an outcome.
The plural
marker uses the value of a number to decide on the plural class for that number.
The ordinal
marker uses the value of a number to decide on the ordinal class for that number.
All three of these markers have a property called value
, and use this to decide what text should be used in the line.
select
The select
marker is the simplest of the built-in replacement markers. It takes the value of the value
property, and uses that to choose a replacement.
It's especially useful for when you need to insert a gendered pronoun in a line:
plural
and ordinal
The plural
and ordinal
markers take a number in its value
property, and use that to determine the plural or ordinal number class of that value.
Different languages have different rules for how numbers are pluralised.
In many languages, the term you use to refer to a thing depends on the the number of that thing. This is known as a plural class: in English, you can have one apple, but many apples, and you have have one mouse, but many mice.
However, the rules vary significantly across different languages. English has two: "single", and "other". However, for example, Polish has multiple.
In English, you say "one apple, two apples, five apples".
In Polish, you say "jedno jabłko, dwa jabłka, pięć jabłek".
Notice how the Polish word for "apple", "jabłko", takes multiple forms as the number changes, whereas it takes two forms in English.
In Yarn Spinner, individual lines are replaced depending on the user's locale, but the logic surround them is not. This means that, if you want to be able to translate your game into multiple languages, you can't write Yarn code like this:
If you did it this way, the logic would only work for languages that have the same rules for plurals as English. (There are several of them that do, but far more that don't.)
Complicating this further, there are two main kinds of plural classes: cardinal plural classes, and ordinal plural classes.
Cardinal plural classes are the kind we just saw (for example, "one apple, two apples").
Ordinal plural classes refer to the positioning of a thing; in English, ordinal numbers are things like "1st, 2nd, 3rd."
As with cardinal plural classes, different languages have different ordinal plural classes.
plural
and ordinal
Yarn Spinner is able to take a number and the user's current locale, and determine the correct cardinal or ordinal plural class of that number, for that locale. You can then use the plural class to decide on what text to show.
plural
and ordinal
have a property called value
, just like select
. They then have a property for each of the current locale's plural classes. These can be:
one
two
few
many
other
The two markers differ based on what kind of plural class they work with:
plural
selects a number's cardinal plural class.
ordinal
selects a number's ordinal plural class.
Not every language uses every category; for example, English only uses "one" and "other" for cardinal plural classes.
For each of these properties, you provide the text that should appear.
For example:
You can include the actual value in the resulting text by using the %
character. This character will be replaced with the value provided to the value
property:
The ordinal
marker works similarly, but uses the ordinal plural class:
Learn about using node groups, which allow Yarn Spinner to choose which content to run, depending on conditions.
In Yarn Spinner 3, you can now create node groups. A node group is collection of nodes that share the same name that Yarn Spinner will choose from.
To create a node group, you create multiple nodes that all share the same name, and ensure that each of the nodes have at least one when:
header.
The when:
header tells Yarn Spinner about the conditions that must be met in order to run the node:
Node groups are combined into a single node that performs the appropriate checks and then runs one of the node group’s members. You start dialogue with a node group using its name. You can also use the jump
or detour
statements to run a node group from somewhere else in your Yarn scripts.
Node groups are similar to line groups in their behaviour, but give you more room to create longer passages of content. Your C# code can also check to see how many (if any) nodes can run, which is covered in the Saliency section.
You can have
Quickly get started with a simple scene.
Want to use Yarn Spinner in a new scene right away? Follow these steps.
Create a new empty Unity project, by following the instructions in the Unity manual.
Install Yarn Spinner into the project, by following the instructions in Installation for Unity.
Add a Dialogue System to the scene:, by opening the GameObject menu and choosing Yarn Spinner -> Dialogue System.
Create a new Yarn script, by opening the Assets menu and choosing Create -> Yarn Spinner -> Yarn Script. Name the new file HelloYarn
.
Open the new Yarn script by double-clicking it.
Select all of the text in the file, and delete it.
Copy the text below, and paste it into the file.
You can learn about our recommended editor, Visual Studio Code with the official Yarn Spinner Extension at: Fundamentals.
Save the file and return to Unity.
Create a new Yarn Project that uses this script, by selecting the HelloYarn
file, and clicking the Create New Yarn Project button in the Inspector. This will create a new Yarn Project called Project
. Projects are collections of Yarn scripts that get compiled together, and can be used with a Dialogue Runner.
Make the Dialogue Runner use the Project by dragging the Project you just made into the Dialogue Runner's Yarn Project field.
Play the game by clicking the Play button at the top of the window. Your dialogue will appear!
Yarn Spinner for Unity is the set of components and scripts that make Yarn Spinner work inside a Unity project.
In this section, you’ll learn how to install, set up, and work with Yarn Spinner for Unity.
Yarn Spinner for Unity v2.4 works with Unity version 2021.3 and newer.
Learn how to use the Live Share Extension with Yarn Spinner for Visual Studio Code.
The primary editing experience for Yarn Spinner is our Yarn Spinner for Visual Studio Code extension. This provides the majority of features that you'd want in order to effectively write .yarn
scripts using VSCode.
This guide shows you how to use Microsoft's free Live Share extension for Visual Studio Code, together with Yarn Spinner for Visual Studio Code, to collaborate live on your narrative.
The rest of this guide assumes you've followed the steps in Fundamentals, and already have the Yarn Spinner for Visual Studio Code extension up and running.
To install Live Share for Visual Studio Code, and use it with Yarn Spinner:
Click this link to open Visual Studio Code, and jump to the Live Share Extension.
Click the install button!
If Step 2 does not work, launch Visual Studio Code and choose the View menu -> Extensions, to open the Extensions Marketplace.
Then, in the search field at the top-left of the window, search for "Live Share", and click the Install button on the extension provided by Microsoft that appears in the results.
Open your Yarn Spinner project in Visual Studio code. For example, here's I Feel Fine:
With your project open, choose Live Share in the Activity Bar on the left side of the screen, and in the resulting view that appears, choose the Share button:
You'll be prompted to sign in to either GitHub or your Microsoft account, and after this a notification will appear in the bottom of the screen letting you know a shareable link to collaborate has been copied to the clipboard:
When you receive a collaboration link and visit it, you'll be asked how you'd like to join:
If you choose to Continue in Web, you'll be taken to a web version of VS Code, which will not have the Yarn Spinner extension installed. If you click Open in Visual Studio Code, your local copy of VS Code will be installed, complete with extensions.
This guide assumes that the person you're sharing with also has the Yarn Spinner for Visual Studio Code extension installed.
Once the shared workspace opens in your local copy of VS Code, you'll be in an untrusted state, which means the Yarn Spinner extension will not be providing syntax highlighting, To enable this, click Manage, in the grey bar at the top of the window, then click the Trust button in the view that appears:
The person who initially shared the workspace will have full and complete access to the features of the Yarn Spinner for Visual Studio Code extension. Everything, from syntax highlighting to the graph view will work as normal.
Those who are joining the shared session will only have access to the syntax highlighting features of the Yarn Spinner for Visual Studio Code extension, provided they go through the process of trusting the workspace, as noted earlier.
As you edit, you'll be able to see other users in the files, and their work will be briefly highlighted as they write:
For more guidance using the Live Share extension, check out the extension's official page, as well as the Live Share extension's documentation.
We'll be improving the capabilities of Yarn Spinner for Visual Studio Code over time, and will add features that directly support the Live Share extension. Stay tuned!
There are two important kinds of files you'll use when working with Yarn Spinner for Unity:
Yarn Projects are files that link your Yarn Scripts together, and are used by the Dialogue Runner.
Yarn Scripts are files that contain your written dialogue.
Learn about Yarn scripts, which are the assets that contain the dialogue you write.
A Yarn script is a text file containing your dialogue.
To create a new Yarn script in Unity, follow these steps:
Open the Assets menu, and choose Yarn Spinner -> Yarn Script.
Unity will create a new file. Type in a name for the file, and press return.
Creating a Yarn Script in Unity is exactly the same as creating a .yarn
file externally (i.e. in macOS Finder or Windows Explorer), and dragging it into the Assets folder of your Unity project, or directly into the Project pane (where the new Yarn Script we created through the process above appeared) in Unity.
To edit a Yarn script, double-click it in Unity. The file will open in your editor. When you save your changes and return to Unity, it will be re-compiled.
Learn about the Unity components that you use when working with Yarn Spinner for Unity.
In this section, you'll learn about how to work with each of these.
Learn about saliency and saliency strategies, which let you control how line groups and node groups select which content to run.
When a line group or node group needs to run content, it needs to make a decision about which item in the group to choose. The method for making this decision is called a saliency strategy.
Saliency strategies are provided with the following information about each item:
How many of its conditions passed (that is, the when:
clauses on a node group, or the single condition on a line group)
How many of its conditions failed
The total complexity of all of its conditions
Complexity is calculated as the total number of boolean operators (and, or, not, xor) present in a condition, plus 1 if the condition is a once
condition. The always
condition has a complexity of zero.
A unique key that identifies the content.
You can either use one of Yarn Spinner's built-in saliency stragegies, or create your own custom saliency strategy.
First: The first item in the group that has not failed any of its conditions is selected.
If the items of a node group are all in the same file, the ordering of the group is the order in which they appear in the file. If a node group’s nodes are split up across more than one file, the ordering of the nodes is not defined. the node that is considered ‘first’ is not defined.
Best: The items that have not failed any conditions are sorted by their total complexity score, and the first item that has the highest score is selected.
Best Least Recently Viewed: The items that have not failed any conditions are sorted by score, and then by how many times they have been selected by this strategy. If there is more than one best item remaining, the first of these is selected.
Random Best Least Recently Viewed: The items that have not failed any conditions are sorted by score, and then by how many times they have been selected by this strategy. If there is more than one best item remaining, a random one of these is selected.
A saliency strategy is given a collection of possible options, and returns either one of them that should be run, or null
to indicate that none of them should run.
Your C# code can create custom saliency strategies. To do so, create a type that implements the IContentSaliencyStrategy
interface, and assign it to your Dialogue
object’s ContentSaliencyStrategy
property.
IContentSaliencyStrategy
has two required methods.
ContentSaliencyOption? QueryBestContent(IEnumerable<ContentSaliencyOption> content)
determines which of a collection of options, if any, should run. It should return the best content from the available options, or null
if none of them should run. This is the main method in which you write the specific logic for your custom strategy.
Calling this method does not indicate that the content has been selected; rather, it is a query to determine what should be selected. Your implementation of this method should not change any state, and should be read-only. The content returned by this method is not guaranteed to actually be run.
void ContentWasSelected(ContentSaliencyOption content)
is called to indicate that a specific piece of content returned by a previous call to QueryBestContent
has been selected. This method should update any appropriate state to represent this fact, such as by updating the total number of times the content has been selected.
You can use a node group to check to see if any of its items can run, This can be useful when determining whether to show if a character should be marked as ready to talk, or whether any of its nodes have a special tag (for example, if a character has important information to discuss, as opposed to more general conversation.)
Learn about Dialogue Views, which present dialogue content to the user.
A Dialogue View is a kind of component that receives content from a Dialogue Runner, and presents it to the player. Dialogue Views are how the player sees your game's lines of dialogue, and how they select choices in the dialogue.
A Dialogue Runner can have multiple Dialogue Views. For example, you might have one Dialogue View that's designed to display lines of dialogue, and another that's in charge of displaying options to the player.
However, because there are common patterns of how games work with dialogue, Yarn Spinner for Unity comes with some pre-built Dialogue Views that handle common use cases:
Learn about Yarn Projects, which group your scripts together for use in a Dialogue Runner.
To create a new Yarn Project, follow these steps:
Open the Assets menu, and choose Yarn Spinner -> Yarn Project.
Unity will create a new file. Type in a name for the file, and press return.
On their own, a Yarn Project doesn't do anything. In order to be useful, you need to add Yarn scripts to it.
Yarn Projects include all Yarn Scripts that the project finds in the Source Files directory. By default, that means all Yarn Scripts in the same directory as the Yarn Project, and all of that directory's children.
When you add a Yarn Script to the same folder as a Yarn Project, it will automatically be included in the Yarn Project. When you make changes to the script, the Yarn Project will automatically be re-imported.
You can change the locations that a Yarn Project looks for Yarn Scripts by modifying the Source Files setting. Each entry in the Source Files setting is a search pattern.
You can add as many entries to the Source Files field as you like. If a file is matched by multiple patterns, it will only be included once.
A Yarn script can be included in more than one Yarn Project.
You can create a new Yarn Project from a script. To do this, follow these steps:
Select the Yarn script in the Project pane.
In the Inspector, click the Create New Yarn Project button.
Clicking this button does two things:
A new Yarn Project will be created next to the Yarn script.
The new Yarn Project will include the Yarn script you created it from in its list of source scripts.
The Inspector will show information about every variable in the project. If you use a declare
statement to declare a variable, you can control the initial value of a variable, as well as its description. If you don't declare a variable, Yarn Spinner will attempt to figure the variable's type out based on how it's used, and won't be able to provide a description.
When you write a Yarn script, you write it in a specific human language. This is referred to as the 'base' language of the script. It's called the base language because it's the one you start with, and the one you translate into other languages.
Unless you change it to something else, Yarn Spinner will set the base language to your computer's current locale.
You can set the base language of a Yarn Project in the Inspector by changing the Base Language setting.
Yarn Projects are used by Dialogue Runners. When a Dialogue Runner is told to start running dialogue, it reads it from the Yarn Project it's been provided.
If you try to start a Dialogue Runner and it doesn't have a Yarn Project, or the Yarn Project doesn't have any Yarn scripts, or if any of the Yarn scripts contain an error, the Dialogue Runner won't be able to run.
If you are upgrading your version of Yarn Spinner from version 2.2 or earlier, you will need to upgrade your Yarn Project. To do this, select the Yarn Project, and click Upgrade Yarn Project.
You will also need to either move all of your Yarn Scripts into the same folder as the Yarn Project, or update the Yarn Project's Source Files setting to tell the Yarn Project where to find your scripts.
Watch a video where Yarn Spinner developer Jon Manning walks you through upgrading a Yarn Project:
This page shows you how to install Yarn Spinner for Unity, the Unity integration for running Yarn and Yarn Spinner scripts in your Unity-based games.
You can download and install Yarn Spinner for Unity in a variety different ways. The best ways to download and install Yarn Spinner for Unity, and the ones that support us to continue developing it the most are via Itch.io and the Unity Asset Store.
A tag is a piece of information that you can add to content in Yarn Spinner that adds additional context or detail about that content.
There are two places you can add tags in Yarn scripts: you can add them to nodes, and you can add them to lines. Tags aren't shown to the user; instead, they're used by your game, or by Yarn Spinner itself.
Tags can be added to the end of lines and options. Tags on lines start with a hash symbol (#
), and cannot contain spaces. You can add as many tags as you like to line, but they must all be on the same line in the script.
Here's an example of a line with two tags:
Some tags are used by Yarn Spinner itself, while all others are used by your own code, so it's up to you what content they should have, and how to handle them.
Certain tags are used internally by Yarn Spinner, or are added for you if they don't exist.
#lastline
The Yarn Spinner compiler adds a #lastline
tag to every line that comes just before a set of options.
For example, the following excerpt:
is treated as though it had been written as:
The #lastline
tag will not be automatically added if there is any content, such as an if
statement or a command, between the line and some options. In these situations, you may wish to manually add the tag yourself.
#line
The #line
tag uniquely identifies a single line or option across all of your game's dialogue. This is used to identify lines for localisation. Every line's #line
tag must be unique. If a line or option doesn't have a #line
tag, it will be automatically added for you.
Here's an example of some Yarn script with #line
tags:
Nodes can also have tags, which you can use to add labels that describe the node.
Node tags they work a bit differently than line tags: they are defined in the header with the tags
key, and they don't have to begin with a hash symbol (#
).
Here's an example of a node with two tags:
The metadata of a line is only composed of tags. Because of this, you may find that the Yarn Spinner code and documentation refer to line tags and line metadata interchangeably.
Nodes can have other metadata in their headers. This metadata isn't exposed through the API, which means it's mostly used to store additional information for whoever is writing the Yarn dialogue or for editors to make use of.
However, currently there is one header that defines specific behavior within the Yarn Spinner compiler: the tracking
header.
tracking
headerNodes can track whether they have already been visited during the game. For this to work, the Yarn Spinner compiler needs to add some special code to the node. To avoid creating this code for nodes that don't need it, the compiler only adds this code if it finds a call to the visited()
function with the node name in it.
In some cases, you may need the compiler to add this special code to a node even if no corresponding visited()
call exists. To direct the compiler to do this, include the tracking
header with the value of always
:
Additionally, using a value of never
instructs the compiler to never add this special code to the node. If you use the visited
function with a node set to never use tracking, it will always return false
.
Tags and metadata may seem very complicated at first, and their uses may not be clear. The following example use cases explain how they can be used in your game. Keep in mind that this is not an exhaustive list of use cases.
The #lastline
tag can be used to display the last line of dialogue along with any options. This is handled within your code by checking if a line has the #lastline
tag, and if it does, storing it before continuing with the execution of the Yarn dialogue.
Since metadata isn't shown directly to the player, you can use metadata for any internal workflows or tooling. For example, instead of tracking lines that need to be revised outside the Yarn files (which could lead to syncing problems), you could add line tags (such as #needsrevision) to the appropriate lines directly in the Yarn files, and process these lines as part of an internal tool or workflow. The Unity integration automatically generates a CSV file with all lines that contain metadata, making this super easy!
Aside from that, every piece of metadata can be used by translators and adapters to help them understand how the text is being used, thus leading to better localised text.
Some games may require that certain lines of dialogue are displayed somewhere other than the dialogue window (for example, as flavor text for an item description, or in an item that acts as a log). Instead of manually duplicating these lines (which adds overhead during development and localisation), tags can be used along with code that checks for the tags and duplicates the lines while the game is running.
Learn about the Dialogue Runner, which runs the contents of your Yarn Scripts and delivers lines, options and commands to your game.
The Dialogue Runner is designed to work with other components of Yarn Spinner for Unity:
The bare-bones minimum that a Dialogue Runner needs in order to work is a Yarn Project and at least one Dialogue View. If you don't set up a Variable Storage or a Line Provider, the Dialogue Runner will use temporary placeholders.
Yarn scripts need to be part of a in order to be used in your game.
The new file that you've just created will contain a single , which has the same name as the file.
You can learn about our recommended editor, Visual Studio Code with the official Yarn Spinner Extension at: .
Yarn Spinner for Unity is made up of a number of components. The most important of these are the , which loads and runs your scripts, and the that show content to your player.
In Yarn Spinner 3, saliency lets you control how and select which content to run.
If you want a custom dialogue view that can display Night in the Woods-style speech bubbles, or a Mass Effect style dialogue wheel, then check out our premium . They're a great way to support the project, and get some fancy dialogue views into your game. ❤️
Because every game's needs are different, a Dialogue View is designed to be extremely customisable, and you can to suit the needs of your game.
is a Dialogue View that displays a single line of dialogue in a text box that's inside a canvas, and shows a button that the user can click to proceed.
is a Dialogue View that displays a collection of options in a list.
A Yarn Project is a file that links multiple together. Yarn projects are how Dialogue Runners work with your content.
If you are upgrading your version of Yarn Spinner from version 2.2 or earlier, you will need to upgrade your Yarn Project. See to learn how to do this.
A Yarn Project's inspector shows information about every that are used in the Yarn scripts. This section of the Inspector shows the name, type, description, and default value of each variable.
If you want to translate your scripts into another language, or if you want to associate each line with assets (like voice over audio clips), you create a new Localisation. To learn about this process, see .
After upgrading your Yarn Project, you will need to set up any localisations you had previously configured on your project. Follow the instructions in or , depending on what your game is using.
First, visit the , and click the Buy Now button, and complete the checkout process.
Once you've purchased Yarn Spinner, you'll find a Download button at the top of the page:
The download button will take you the following page, where you can download the Yarn Spinner for Unity .unitypackage
:
Once you've downloaded the .unitypackage
, with the Unity project you want to use it in open and ready to go, double click it. Unity will then allow you to import the package into your project:
Once you've purchased Yarn Spinner for Unity, you'll find the Add to Cart button replaced by an Open in Unity button. Click this button to launch Unity, and the Package Manager will locate your purchased package:
Once the Package Manager has located the package, you can use the Download button to fetch it:
Once Yarn Spinner for Unity has downloaded, you can use the Import button to start the process of adding it to your project:
This will trigger the Import Unity Package workflow, where you can use the Import button to add the Yarn Spinner for Unity package to your project:
And with that, you're ready to use Yarn Spinner! You might also want to download and import the Yarn Spinner for Unity Samples as a .unitypackage
, from here.
In order to follow the instructions in this section, your project needs to be using Unity 2020.1 or higher. If your project is using an earlier version of Unity, we recommend installing Yarn Spinner from Git.
Before you can install Yarn Spinner from OpenUPM, you first need to configure your project so that it knows where to get the package from.
In Unity, open the Edit menu, and choose Project Settings.
In the list of sections at the left hand side of the window, select Package Manager.
This window is where you tell Unity about where to find packages that come from registries besides Unity's built-in one.
In the Name field, type OpenUPM
.
In the URL field, type https://package.openupm.com
.
In the Scopes field, type dev.yarnspinner
.
Click Save.
When you're done, the settings window should look like this:
You can now install Yarn Spinner itself.
Open the Window menu, and choose Package Manager.
In the toolbar, click Packages: In Project, and choose My Registries.
Yarn Spinner will appear in the list. Select it, and click Install.
Yarn Spinner will download and install into your project.
You can verify that everything is imported succesfully by looking for Yarn Spinner under Packages, in the Project pane.
As an alternative to downloading Yarn Spinner from OpenUPM, you can install Yarn Spinner by downloading the package directly from GitHub, where the project's source code is stored.
Where possible, we recommend installing Yarn Spinner via a purchased .unitypackage
, or from OpenUPM rather than GitHub, because it's easier to update to new versions.
To install Yarn Spinner from GitHub, follow these instructions.
In Unity, open the Window menu, and choose Package Manager.
Click the +
button, and choose "Add package from git URL".
In the text field that appears, enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#current
Be sure to type the URL exactly as it appears in this document.
The project will download and install. This might take a moment.
Yarn Spinner is an open source project. You can directly support the Yarn Spinner Team by purchasing Yarn Spinner from or the , but it will always have a free option as well. To support the continued development of Yarn Spinner, purchase Yarn Spinner for Unity from one of the storefronts. This is the best way to directly support the Yarn Spinner team.
Tags that you add to a line can be accessed from your game. The way that you access them depends on your game engine. For example, to access them in a Unity game, you use the property.
In a Unity game, you can use this tag in a custom to be notified ahead of time when the player is about to be shown options.
For more details (including what the tag should look like), see .
You can access the tags on a node via the Dialogue object's method.
For more information on visit tracking, see the documentation for .
Yarn provides to let you change attributes for specific parts of a line. In case most of your attributes apply to entire lines (for example, the color of a line), it may be easier to just use tags instead.
As referenced before, the Yarn Spinner integration for Unity uses line tags to link localised dialogue lines. This is better explained in the section.
The Dialogue Runner is the bridge between the dialogue that you've written in your Yarn scripts and the other components of your game. It's a component that's responsible for loading, running and managing the contents of a , and for delivering the content of your to the other parts of your game, such as your user interface.
Setting up a Dialogue Runner is the first step in adding dialogue to your game. To use a Dialogue Runner, you add it to a game object in your scene, connect it to , and provide it with a to run.
When you want to start running the dialogue in your game, you call the Dialogue Runner's method. When you do this, the Dialogue Runner will begin delivering lines, options and commands to its Dialogue Views.
The contents of your dialogue are delivered to your .
The values of are stored and retrieved using the Dialogue Runner's .
The content that users should see - that is, the text in their current language, voice over clips, and other assets - are retrieved using the Dialogue Runner's .
If your game is using the , your Dialogue Runner must use a .
First, , and add it to your cart, and complete your purchase while logged into the same Unity account you use to activate Unity.
You can review for further guidance on working with purchased packages.
You can also install the Yarn Spinner package into your project using the Package Manager window in Unity. Specifically, Yarn Spinner is available via the .
Make sure your system .
*
any filename
"*.yarn
" will find "One.yarn" and "Two.yarn".
**/*
any path, including subdirectories
"**/*.yarn
" will find "One.yarn" and "Subfolder/Two.yarn".
..
the parent folder
"../*.yarn
" will find "One.yarn" in the parent folder.
Source Scripts
The list of places that this Yarn Project looks for Yarn Scripts.
Base Language
The language that the Yarn Scripts are written in.
Localisations
A mapping of languages to string tables and associated assets.
This list will only appear if the project is not using the Unity Localisation system. See Adding Localizations and Assets to Projects for more information.
Use Addressable Assets
If this is turned on, the Yarn Project will be set up to tell other parts of the game that localised assets like audio files should be fetched using the Addressable Assets system.
This checkbox will only appear if the Addressable Assets package is installed in your project, and if the project is not using the Unity Localisation System.
Use Unity Localisation System
If this is turned on, the Yarn Project will use the Unity Localisation System to store line data in.
This checkbox will only appear if the Localisation package is installed in your project.
Unity Localisation String Table
The String Table Collection that the Yarn Project uses. When the project is imported or reimported, this String Table will be filled with line content that comes from the project's Yarn Scripts.
This field will only appear if project is using the Unity Localisation system.
Export Strings as CSV
When you click this button, all of the lines in the Yarn Scripts that this project uses will be written to a .csv
file, which can be translated to other languages. See Adding Localizations and Assets to Projects for more information.
Update Existing Strings Files
When you click this button, all .csv
strings files that are configured in the Languages to Source Assets list will be updated with any lines that have been added, modified or deleted since the strings file was created.
This checkbox will only appear if the project is not usin the Unity Localisation system. See Adding Localizations and Assets to Projects for more information.
Add Line Tags to Scripts
When you click this button, any line of dialogue in the Source Scripts list that doesn't have a #line:
tag will have one added. See Adding Localizations and Assets to Projects for more information.
Yarn Project
The Yarn Project that this Dialogue Runner is running.
Variable Storage
The Variable Storage to store and retrieve variable data from. If you do not set this, the Dialogue Runner will create an In Memory Variable Storage for you at runtime.
Line Provider
The Line Provider to use to get user-facing content for each line. If you do not set this, the Dialogue Runner will create a Text Line Provider for you at runtime.
Dialogue Views
The Dialogue Views to send lines, options and commands to.
Start Automatically
If this is turned on, the Dialogue Runner will start running the node named Start Node when the scene starts. If this is not turned on, you will need to call StartDialogue to start running.
Start Node
If Start Automatically is turned on, the Dialogue Runner will start running this node when the scene starts. (If your Yarn Project does not contain a node with this name, an error will be reported.)
Run Selected Options as Lines
If this is turned on, when the user chooses an option, the Dialogue Runner will run the selected option as if it were a Line.
Verbose Logging
If this is turned on, the Dialogue Runner will log information about the state of each line to the Console as it's run.
On Node Start
A Unity Event that's fired when the Dialogue Runner begins running a new node. This may be fired multiple times during a dialogue run.
On Node Complete
A Unity Event that's fired when the Dialogue Runner reaches the end of a node. This may be fired multiple times during a dialogue run.
On Dialogue Complete
A Unity Event that's fired when the Dialogue Runner stops running dialogue.
On Command
A Unity Event that's fired when a Command is encountered. This will only be called if no other part of the system has already handled the command, such as command handlers registered via YarnCommand or AddCommandHandler.
Variable Storage components are responsible for storing and retrieving the values of variables in your Yarn scripts. When a Yarn script needs to get the value of a variable, it asks the Variable Storage for it; when a Yarn script sets the value of a variable, the Variable Storage is given the value.
Each game has different requirements for how variables are stored, which means that Yarn Spinner doesn't make any assumptions how the information is actually stored on disk. Instead, you can create your own custom Variable Storage script that implements the methods that Yarn Spinner needs.
If you don't have a game save system, you can use the In-Memory Variable Storage component. This is a simple Variable Storage component that's built into Yarn Spinner.
The In-Memory Variable Storage stores everything in memory; when the game ends, all variables that have been stored are erased.
If you don't connect a Variable Storage to your Dialogue Runner, it will create an In-Memory Variable Storage when the game starts, and use that.
Learn how to create Dialogue Views that are designed for the specific needs of your game.
While the Line View and Options List View are useful for lots of situations, your game might need to display lines and options in specific ways. In these situations, you can write your own custom Dialogue View, and handle the presentation of lines and options in ways that are entirely in your control.
To create a Dialogue View, you subclass the DialogueViewBase
class, and add it as a component to a game object in your scene. You can then add this game object to the Dialogue Views list on your scene's Dialogue Runner.
If you just want to skip straight to the sample code, take a look at the SimpleSpeechBubbleLineView
sample code in the Yarn Spinner examples repository.
On its own, an empty subclass of DialogueViewBase
will not do anything useful. To make it display lines and options, you'll need to implement certain methods.
To understand how to create a custom Dialogue View, it's useful to understand how the Dialogue Runner works with content.
Yarn Spinner scripts deal in three different kinds of content: lines, options, and commands. Of these, only the first two - lines and options - are content that need to be shown directly to the player.
When the Dialogue Runner encounters lines or options, it first needs to determine the specific content the user needs to see. Once it has this, it sends the content to each of its Dialogue Views.
Your scene can have multiple Dialogue Views, and they can all do different things. It can be useful to create, for example, a Dialogue View that handles lines, and a separate Dialogue View that handles options.
Lines and options are represented in compiled Yarn scripts as line IDs. A line ID is a unique identifier for the text of a line or an option. When Yarn Spinner needs to show a line or option to the user, it asks its Line Provider to provide it with a LocalizedLine
object. This object contains the text of the line or option, in the user's current locale.
As discussed in Line Providers, you can have different kinds of Line Providers; for example, the Text Line Provider creates LocalizedLine
objects that just contain text, while Audio Line Provider creates objects that also contain an AudioClip.
When displaying a collection of options, each individual option has its own LocalizedLine
.
Once a LocalizedLine
has been created, the Dialogue Runner has everything that it needs to show content to the user. The next steps vary depending on whether it's showing a line or an option.
When Yarn Spinner encounters a line of dialogue, it calls the RunLine method on each Dialogue View. This method takes two parameters: the first is the LocalizedLine
that the Line Provider created, and the second is a delegate that the Dialogue View should call when the line has finished being presented.
In Dialogue Views, a line is presented when the user has received the entire line, and is ready to move on to the next line. The practical outcome of what this means depends on the Dialogue View itself; for example, a Dialogue View that plays voice-over audio might finish presenting when all of the audio has played, while a Dialogue View that gradually reveals the text of a line might finish presenting when all of the text is visible.
The Dialogue Runner will wait until all Dialogue Views report that they've finished presenting the line. Once this happens, it moves on to the next part of the dialogue.
If you're making a game where you want the dialogue to pause until the user gives a signal to proceed, your Dialogue View can pause the dialogue by not calling the completion handler until it receives the signal. Because the Dialogue Runner will wait until all Dialogue Views report that they're done, the dialogue will wait until your view tells it to continue.
At any point during a line's presentation, a Dialogue View can interrupt the line. It does this by calling the requestInterrupt method, which is a delegate that's set by its controlling Dialogue Runner. When this method is called, all Dialogue Views that have not yet finished their presentation receive a call to their InterruptLine method.
InterruptLine
is very similar to RunLine
, in that it receives a line to present and a completion handler to call when the presentation is complete. However, while RunLine
is expected to present the line at its own pace, InterruptLine
is a signal to finish the presentation as quickly as possible.
As before, the actual details of this depend on the Line View. To continue the examples from before, a Dialogue View that plays voice-over audio might fade out the audio over a short period of time, or even cut off playback immediately; a Dialogue View that's gradually revealing text might reveal the remaining text all at once, or rapidly reveal the remaining text.
When a Dialogue View receives a call to InterruptLine
, it should not call the completion handler that it received from the call to RunLine
. Calls to interrupt a line supersede calls to run a line.
Any Dialogue View may request that a line be interrupted. If multiple Dialogue Views request it, only the first request does anything.
When the last Dialogue View reports that its presentation is complete, either because RunLine
finished its presentation, or because InterruptLine
was called and it quickly finished its presentation, it needs to tell the dialogue views to get rid of the line, and potentially prepare for more content.
The Dialogue Runner does this by calling DismissLine
on all Dialogue Views. As with RunLine
and InterruptLine
before it, DismissLine
receives a completion handler to call when it has finished dismissing the line.
As before, the details of how a line is dismissed vary with what the Dialogue View actually does. A Dialogue View that plays voice-over audio may not need to do anything to dismiss a line, because the playback has already finished; a Dialogue View that shows line text on screen might need to hide the text, possibly with an animation.
When the last Dialogue View reports that it has finished dismissing its line, the Dialogue Runner continues running the script.
Options are slightly different to lines, in that they rely on receiving some kind of user input before the dialogue can continue: the Dialogue Runner needs to know which option was selected.
To handle options, Dialogue Views implement the RunOptions method. This method receives an array of DialogueOption objects, each of which represents an option that can be shown to the user, as well as a completion handler.
When this method is called, the Dialogue View uses the information contained within the DialogueOption
objects to present the choices to the player, and then awaits user input. Once it knows which option was selected, it calls the completion handler, passing in the DialogueOptionID of the selected option.
When the Dialogue Runner delivers options to its Dialogue Views, it expects exactly one of them to call the completion handler that RunOptions
receives.
If none of them call it, then the Dialogue Runner will never receive the option that was selected (and will wait for it forever.)
If more than one of them call it, the Dialogue Runner will throw an error.
(In most situations, you will generally only have one Dialogue View in your scene that handles options. If you have more than one, then you will need to control which one of them will call their completion handler.)
Dialogue Runners can use multiple Dialogue Views. This is actually recommended, because it makes it easier to separate the code for handling lines, from that of running options.
All of the methods in DialogueViewBase
are optional. If you don't implement a method, then the default implementation of that method is used instead; the default implementation either does nothing, or as close to nothing as it can while still working. For example, the default implementation of RunLine
immediately signals that presentation is complete.
To create a Dialogue View that shows lines, implement RunLine
, InterruptLine
and DismissLine
.
To create a Dialogue View that shows options, implement RunOptions
.
To create a Dialogue View that supports both, implement all four.
During gameplay, your user may wish signal that they want to advance the dialogue: that is, they want to proceed to the next line, or they want the current line to be presented more quickly.
To handle this case, subclasses of DialogueViewBase may implement the method UserRequestedViewAdvancement
, which can be called by other parts of the game.
In most cases, it is generally appropriate for implementations of UserRequestedViewAdvancement
to call the requestInterrupt
method, which tells the Dialogue Runner to interrupt the line (across all views) and to proceed to the next one. However, a Dialogue View may choose to perform other actions that deliver the line more quickly.
For example, in several text-based RPG games, dialogue is delivered as a text box, one letter at a time; when it's all delivered, the user can press the A button (to choose an arbitrary example) to proceed.
If, however, you press the A button while the text is still appearing, all of the text appears all at once (as though we'd jumped ahead).
Alternatively, if you pressed the B button while the text was still appearing, the line would be skipped, the dialogue would move to the next line.
UserRequestedViewAdvancement
can be called by any part of your code. Additionally, you may wish to use DialogueAdvanceInput
, which is a class that listens for user input, and when it receives it, calls UserRequestedViewAdvancement
on a view you specify.
To access the tags on a line, you use the Metadata property on the LocalizedLine objects you receive. It's up to your code to decide what to do with the tags themselves.
Yarn Spinner will automatically add certain tags to lines. For example, the #lastline
tag is automatically added to any line that's immediately followed by options, which allows your dialogue view to change its behaviour when options are about to appear.
To demonstrate how a custom Dialogue View is put together, we've created an example Dialogue View, which demonstrates the above features and is heavily commented. For more information, see the code on GitHub.
Learn about Line View, a Dialogue View that displays a single line of dialogue on a Canvas.
Line View is a Dialogue View that displays a single line of dialogue inside a Unity UI canvas. When the Dialogue Runner encounters a line in your Yarn Script, the Line View will display it, wait for the user to indicate they're done reading it, and then dismiss it.
Line View only displays lines, and doesn't display options. You can use an additional Dialogue View to handle these, like an Options List View or a custom Dialogue View of your own.
If a line contains a character's name at the start, Line View can be configured to show the name in a separate text view to the line text itself. If the Character Name Text property is connected to a TextMeshPro Text object, then the character's name will appear in this object.
If you don't attach a Text object to the Character Name Text property, you can choose to either show the character name as part of the line (that is, in the Line Text view), or don't show it all.
Line View can be configured to use visual effects when presenting lines.
You can choose to have the Line View fade in when a line appears, and fade out when the line is dismissed.
You can choose to have the text of the line appear, one letter at a time, with a "typewriter" effect.
The Dialogue Runner will automatically proceed to the next piece of content once all dialogue views have reported that they've finished with a line.
If the 'Auto Advance' option on a Line View is turned on, then the Line View will signal that it's done with a line as soon as all visual effects have finished.
If 'Auto Advance' is turned off, then the Line View will not signal that it's done when the effects have finished, and the line's delivery will stop. To make the Line View finish up, you can call the UserRequestedViewAdvancement method, which tells the Line View that the user wants to proceed. The built-in Dialogue System prefab comes set up with a 'Continue' button that calls this method. You can also call this method from code, or use the Dialogue Advance Input component to trigger it based on user input.
Canvas Group
The Canvas Group that the Line View will control. The Canvas Group will be made active when the Line View is displaying a line, and inactive when not displaying a line.
Auto Advance
If this is turned on, the Line View will finish presenting the line, and then wait. This is useful for games where the user has control over the timing of lines of dialogue. If this is turned off, the Line View will signal to the Dialogue Runner that it's done showing the line once all animations are complete.
Hold Time
If Auto Advance is turned on, the Line View will wait this many seconds after all animations are complete before signalling that it's done showing the line. This option is only available when Auto Advance is turned on.
Line Text
A TextMeshPro Text object that the text of the line will be displayed in.
Use Fade Effect
If this is turned on, the Line View will fade the opacity of the Canvas Group from 0% to 100% opacity when lines appear, and fade back to 0% when lines are dismissed.
Fade In Time
The duration of the Fade effect when fading a new line in, in seconds. If this is zero, the line will appear immediately.
Fade Out Time
The duration of the Fade effect when fading a line out, in seconds. If this is zero, the line will disappear immediately.
Use Typewriter Effect
If this is turned on, the text of the line will appear one character at a time. This will take place after the Fade effect, if enabled.
On Character Typed
A Unity Event that's called every time the Typewriter effect displays new text.
Typewriter Effect Speed
The number of characters per second to display when performing a Typewrite effect. Larger values means that text will appear faster.
Character Name Text
A TextMeshPro Text object that will display the name of the character currently speaking the line.
Show Character Name In Line View
If this is turned on, lines that contain a character's name will display the name in the Line Text section. If it is turned off, character names will not be shown at all. This option is only available when Character Name Text is empty.
Continue Button
A game object that will be made active when the line has finished appearing. This is intended to be used for controlling the appearance of a button that the user can interact with to continue to the next line.
Learn about Options List View, a Dialogue View that displays a list dialogue options.
Options List View is a Dialogue View that presents a list of options in a list.
When this view receives options from the Dialogue Runner, it creates an instance of the Option View prefab you specify in the Option View Prefab property, and adds it as a child of the options list view.
Options List View only displays options, and doesn't display lines. You can use an additional Dialogue View to handle these, like a Line View or a custom Dialogue View of your own.
Canvas Group
The Canvas Group that the Options List View will control. The Canvas Group will be made active when the Options List View is displaying options, and inactive when not displaying options.
Option View Prefab
A prefab containing an Option View. The Options List View will create an instance of this prefab for each option that needs to be displayed.
Last Line Text
A TextMeshPro Text object that will display the text of the last line that appeared before options appeared. If this is not set, or no line has run before options are shown, then this property will not be used.
Fade Time
The time, in seconds, that the Options List View will take to fade in. If this is zero, the Options List View will appear immediately.
Show Unavailable Options
If this is turned on, then any options whose line condition has failed will still appear to the user, but they won't be selectable. If this is off, then these options will not appear at all.
Learn about Options View, a component used to display an option in an Options List View.
An Option View is an object that the Options List View uses when presenting options. When the Dialogue Runner delivers options to your game, Options List View will create an Option View for each option that could be selected.
When the Option View is pressed, the Options List View will notify the Dialogue Runner of the user's selection.
Text
A TextMeshPro text object that will display the text of the line.
Show Character Name
If this is turned on, the Text component will show any character name present in the option. If this is turned off, the character name will not be included.
Learn about Dialogue Advance Input, a component that can signal to a Dialogue View that the user wants to proceed to the next piece of content.
Dialogue Advance Input is a component that receives user input, and uses it to signal to a Dialogue View that the user wants to advance to the next piece of content. Dialogue Advance Input is generally used to implement a 'press spacebar to continue / skip' mechanic.
Dialogue Advance Input isn't a Line View itself, but it's designed to work with other line views, to interrupt and control the flow of dialogue.
To use a Dialogue Advance Input, create a new game object, and attach a Dialogue Advance Input component to it using the Add Component button.
You can control what specific input the component is looking for by changing the Continue Action Type setting:
If you set the Continue Action Type to Key Code, you can select a key on the keyboard that will continue to the next line on press.
If you set the Continue Action Type to Input Action, you can create an Action from an input device (such as from a keyboard, gamepad, or other method).
If you set the Continue action Type to Input Action from Asset, you can attach an Action from an Input Actions asset that you've set up elsewhere.
If you want to use Input Actions, your project will need to be set up to use the new Unity Input System.
The In-Memory Variable Storage component is a Variable Storage component that stores all variables in memory. These variables are erased when the game stops.
The In-Memory Variable Storage component is intended to be a useful tool for getting started, and to be replaced with a custom variable storage that meets your game's needs.
However, if your game has no need to save and restore game state, then this class can be used in your final game, too.
Every game's data storage requirements are different. For this reason, Yarn Spinner is designed to make it straightforward to create your own custom component for managing how Yarn scripts store and load variables in ways that work with the other parts of your game.
Custom Variable Storage components are subclasses of the abstract class VariableStorageBehaviour
. To implement your own, you need to implement the following methods:
Dialogue View
The that will be signalled when the user performs the continue action.
Continue Action Type
A drop-down list that selects how user input will be used to continue to the next line.
When set to None, the dialogue will not continue based on user input.
When set to Key Code, the dialogue will continue when the user presses the keyboard key specified in Continue Action Key Code.
When set to Input System Action, the dialogue will continue when the user performs the Action set up in Continue Action.
When set to Input System Action from Asset, the dialogue will continue when the user performs the Action specified by the Continue Action Reference field.
Continue Action Key Code
The keyboard key that the user should press to continue to the next line.
Continue Action
An Input Action that the user should perform to continue to the next line.
Continue Action Reference
An Input Action, stored inside an Input Actions asset, that the user should perform to continue to the next line.
Use this Line Provider if you are using the system. If you are using the system, use the or the instead.
Audio Line Provider will automatically use Addressable Assets, if the Addressables package is installed in your Unity project and the is configured to use Addressable Assets.
Use this Line Provider if you are using the system. If you are using the system, use the instead.
Use this Line Provider if you are using the system. If you are using the system, use the instead.
For a complete tutorial on how to build an entirely custom variable storage system, see .
Strings Table
The String Table Collection containing localised line text. See Unity Localization to learn how to populate it with your project's dialogue.
Assets Table
(Optional) The Asset Table Collection containing localised assets. If an Asset Table is provided, then the Unity Localised Line Provider will fetch localised assets for each line, based on the line's ID.
Text Language Code
The language that the Audio Line Provider should use to fetch localised text for.
Audio Language
The language that the Audio Line Provider should use to fetch localised audio clips for.
Debug Text View
A Unity UI Text object that will display a summary of the variables that have been stored in this component. If this is not set, this property will not be used.
You can use this property to display a debug summary of your variables at run-time in your games.
Debug Variables
This area of the Inspector shows a summary of the variables. This works similarly to the Debug Text View property, but the summary is only ever shown in the Editor, and it doesn't require any setup.
Text Language Code
The language that the Text Line Provider should use to fetch localised text for.
Learn about the Samples provided with Yarn Spinner for Unity.
To help learn the features, capabilities, and implementation techniques for Yarn Spinner, we provide a number of samples with Yarn Spinner for Unity:
Intro
Space
Sliced Views
Visual Novel
3D Speech Bubble
Phone Chat
Shot Reverse Shot
User Input and Yarn
Markup Palettes
Pausing the Typewriter
Minimal Dialogue Runner
The rest of this section looks at each of these.
Line Providers are components that are responsible for taking the Line objects that the Dialogue Runner produces, and fetches the appropriate localised content for that line. Line Providers produce LocalizedLine objects, which are sent to the Dialogue Runner's Dialogue Views.
When a Yarn script runs, the Dialogue Runner produces Line objects. These objects contain information about the line, but not the text of the line itself. This is because it's the responsibility of the game to load the user-facing parts of the line, including the text of the line in the player's current language setting, as well as any other assets that may be needed to present the line (such as audio files for voiceover.)
Yarn Spinner comes with three built-in types of line providers:
Text Line Provider is a Line Provider that fetches the text of a line, given a language to use.
Audio Line Provider is a Line Provider that fetches the text of a line as well as an Audio Clip, given languages to use.
Unity Localised Line provider is a Line Provider that fetches the text and any localised assets from Unity's Localization system.
If you don't set up a Line Provider for a Dialogue Runner, it will automatically create a Text Line Provider, and configure it to use the user's current language.
Common questions and solutions for using Yarn Spinner in Unity.
Yarn Spinner doesn't do text rendering, you have to use existing Unity systems like TextMeshPro. Fortunately, TMP supports HTML-like rich text tags. See the TextMeshPro: Rich Text docs.
However, this bespoke approach is impractical for longer scripts or bigger projects. We recommend using TextMeshPro's Style Sheets, which make it much easier to write consistently styled text. See the TextMeshPro: Style Sheets docs.
Yarn Spinner doesn't handle text rendering. You'll need a separate wavy text system, like Text Animator.
Markup lets you mark a range of text (words, phrases) in a generic way, for whatever use. You could use it to style text, add sentence markers, make clickable words, etc.
Note that YS only processes the text data. You must still code the actual markup effect yourself. See Markup.
Wrap the variable (or any expression) in curly braces ({
, }
) to evaluate and output it. For more info, see Variables.
To read Yarn variables from C#, use VariableStorageBehaviour.TryGetValue<T>()
. To write Yarn variables from C#, use VariableStorageBehaviour.SetValue()
.
Don't forget the $
when writing the variable's name!
To read and write C# variables from Yarn, you must first code Yarn Functions and Commands in C#.
Then call the functions and commands in Yarn:
If you're using Unity 2021.1 or earlier, you'll need to ask Yarn Spinner to update some code in your project that registers these C# methods as Yarn functions. To do this, open the Window menu, and choose Yarn Spinner -> Update Yarn Commands.
You don't need to do this if you're using Unity 2021.2 or later.
See the previous answers on working with variables. But we recommend avoiding any "sync" pattern, because then you'll have to track and maintain the same data in two different places. Programmers usually prefer a "single source of truth". Data should live in only one place. Variables should either live in Yarn or live in C#, and not in both.
To save the current node, save the value of DialogueRunner.CurrentNodeName
somewhere, e.g. to Unity's PlayerPrefs. Then to restore it, call DialogueRunner.StartDialogue()
and pass in the saved node name.
To save variables, see DialogueRunner.SaveStateToPersistentStorage()
. Then to load variables, call DialogueRunner.LoadStateFromPersistentStorage()
. These methods use Unity's built-in JSON utility to serialize a dictionary of variables to Unity's PlayerPrefs.
For custom save systems, create your own variable storage by subclassing VariableStorageBehaviour and implementing its methods. Study InMemoryVariableStorage.cs as an example. For more info, see Guide: Yarn Variables and Variable Storage.
It is not currently possible to save or restore the specific line that the dialogue is running.
To jump to a node from Yarn, use <<jump (nodeName)>>
. See Nodes, Lines, and Options.
To jump to a node with C#, just call DialogueRunner.StartDialogue()
, even if there's already dialogue running.
Jumping to a specific line in a node is currently not supported. Instead, jump to the start of a node.
In most cases, use the Dialogue Advance Input.
For more control, call UserRequestedViewAdvancement()
on a Dialogue View, or OnContinuedClicked()
on a Line View. See Creating Custom Dialogue Views.
Yarn Spinner automatically adds a #lastline
tag to a line when the next step is a set of options. Create a Custom Dialogue View that uses YarnProject.lineMetadata.GetMetadata()
to check for "lastline" and perform the behavior you want.
To display anything in Yarn Spinner, use a Dialogue View component. Line View for dialogue, Options List View for choices.
Most projects will need custom views. We recommend a modular architecture where each UI element has its own LineView component. For example, a nameplate bubble has a Dialogue Character Name View that displays LocalizedLine.CharacterName
, while the dialogue text window is another Line View that displays LocalizedLine.TextWithoutCharacterName
. See Creating Custom Dialogue Views.
For a working example, see the "Visual Novel" sample. (In Unity, go to Window > Package Manager
, and select Yarn Spinner package. Expand the "Samples" dropdown and select "Visual Novel" and import it.) Specifically, see VNManager.cs which inherits from DialogueViewBase, and changes the character name window background color (among other effects) based on the character name.
Create a custom dialogue view with a custom effect based on Typewriter()
(see Effects.cs) to detect the next text character and pause accordingly.
Write input code to detect clicking / tapping, then call DialogueRunner.StartDialogue()
.
The example tutorial NPC Dialogue Game can walk you through this step-by-step.
This implementation will vary for every game, so we purposely do not attempt to design a one-size-fits-all generic NPC system. Here's some example pseudo-code to make your own:
For a working example, see the "Space" sample. (In Unity, go to Window > Package Manager
, and select Yarn Spinner package. Expand the "Samples" dropdown and select "Space" and import it.) Specifically, see PlayerCharacter.cs for how to search for nearby NPCs from a list.
The math / code is a little complicated. Calculate the NPC's on-screen position, then convert this screen position to UI canvas space, and reposition the dialogue bubble.
For a working example, see the "3D" sample. (In Unity, go to Window > Package Manager
, and select Yarn Spinner package. Expand the "Samples" dropdown and select "3D" and import it.) Specfically, see YarnCharacterView.cs which has a method WorldToAnchoredPosition()
that does a lot of this UI positioning math.
This is more about Unity UI rather than Yarn Spinner. For a working example, see the "Phone Chat" sample. (In Unity, go to Window > Package Manager
, and select Yarn Spinner package. Expand the "Samples" dropdown and select "Phone Chat" and import it.)
To make a resizing dialogue bubble that automatically fits text, you will need a complex UI setup. Study the UI game objects and components in the sample scene. For more context about how it works, see this Unity UI Layout Groups explainer by Hallgrim Games.
This mainly involves Unity UI, and assumes that your project already has a system where a player can input text like a TMPro Input Field component. If the player input needs to happen in the middle of dialogue execution then you can trigger it with a Yarn Command, using a coroutine to wait for the player input if needed.
Once you have the player input value, you can store it in a C# variable and access it through a Yarn function, or store that value in a Yarn story variable. FAQs for how to access variables in Yarn and YarnSpinner are here.
The intended workflow is to generate and compile Yarn Projects at editor time, not runtime. See Yarn Projects.
Compiling a Yarn script at run-time is more complex than it first appears, because it often interacts with the very specific needs of your game, and we can't provide a one-size-fits-all approach to it. If you want to implement run-time loading in your own game, the place to start looking is the API documentation for the Yarn.Compiler namespace. Please note that this is not something that we encourage people who are new to Yarn Spinner to do!
There is no real technical limit on the number of Yarn scripts or the size of Yarn Projects. You decide how to organize your data, and every project has different needs. Some factors to consider:
Simplicity. Putting everything into one big script file or one big project file is simpler sometimes.
Ease of writing. Writers may prefer to think in terms of one file per scene, one file per chapter.
Localization. 1 Yarn Project = 1 CSV spreadsheet per language. When translating, it is usually easier to work with fewer files, rather than fragmenting the translation across many files. As a workaround for games that need multiple Yarn Projects, you may prefer to create a single editor-only Yarn Project that's just for generating string files and translations. See Localizations and Assets.
A crash bug exists in versions of Yarn Spinner earlier than 2.3 for these platforms. If you're able to upgrade your version of Yarn Spinner, the best fix is to upgrade to the most recent version of Yarn Spinner.
If you can't upgrade your version of Yarn Spinner, a workaround for this issue is to open the Build Settings window in Unity, and set the "IL2CPP Code Generation" setting to "Faster (smaller) builds."
Some devs use YS to manage all in-game localized text, like UI strings. This use isn't intended, but it's possible. Manually create a Yarn.Line struct, set the line ID (see Localization), and then pass the struct into GetLocalizedLine()
.
Please visit the Crediting Yarn Spinner page for more information. Thanks for thinking of us!
Localization is the process of translating and adapting content to a specific language, region or culture.
Yarn scripts are written in human-readable language. This is generally a single language, and (most of the time) will be written in the language that your development team primarily speaks. The language that a Yarn project is written in is called the base language.
However, if you want your dialogue to be understood by people who don't speak this language, you will need to translate it. Yarn Spinner is designed to make it easy to extract the user-facing text of your dialogue into a strings file, which can then be translated into a different language, and then loaded at run-time. You can translate your project into as many languages as you'd like, and Yarn Spinner will handle it for you automatically.
Yarn Spinner is also designed around the idea that a line of dialogue may have assets associated with it. Most commonly, this means an audio file that contains an actor performing the line, so that it can be used in your game as a voice-over. These assets are also localisable.
I just want to add voiceover in a single language. Why do I need to localise, too?
The philosophy of Yarn Spinner's approach to localisation is: if you want your dialogue to be text-only, and in a single language, you don't need to do anything at all. If you want to do anything else, you will need to set up a localisation and manage it using Yarn Spinner's processes.
We've found that most users who want to start using Yarn Spinner want to quickly get dialogue on the screen, and don't want to do lots of work to get the basics going. That's why we make the simple use-case (text only, a single language) as easy to use as we can.
However, if you're building a game that's voice acted, it makes your life significantly easier if you build your systems with localisation in mind from the start. Additionally, if you have the resources to add voice-over to your project, you should also have the resources to translate your game to other languages (even if you only have voice-overs in a single language.)
To that end, we designed it so that voiceover is intimately tied to localisation, so that you have to at least start thinking about localisation at the start of the process.
Localisation: A set of information that describes where to find text and assets for a given language.
Base language: The language that your Yarn script files are written in.
Strings file: A text document that contains translated versions of Yarn lines.
Line ID: A unique code that identifies a line of dialogue or an option in the original source text.
Localised line: The text of a line of dialogue, in a particular locale.
Localised line asset: An asset (for example, an audio clip) that's associated for a particular line, in a particular locale. For example, an audio clip containing the voiceover for the line "Hello there", in German.
Line provider: A component that receives line IDs from the Dialogue Runner, and fetches the localised line and localised line assets (if present) for the player's preferred locale.
To localise your Yarn scripts, you specify the 'base language' that your scripts are written in. You then add unique line ID tags to each line that identify each line. Finally, the localisation system reads your tagged lines and fills the string table for your base language. You can then add additional translations for your lines to the string tables for other languages.
Every Yarn script is associated with a base language. By default, Yarn Spinner sets the base language to that of your current locale. For example, if your computer is set to use Australian English, then Yarn Spinner will use that as the base language.
The base language of a Yarn Script is controlled by the Yarn Project that it's a part of. You can change the language of your base localisation by changing the 'Base Language' setting on a Yarn Project.
In order to match different versions of a line, you need to add a line id to each line of dialogue. A line ID is a tag that appears at the end of a line that uniquely identifies a line of dialogue in your game.
Here's an example of a line of dialogue with a line tag:
In this example, the line of dialogue has a line ID of 1a64a5
.
Yarn Spinner can add line IDs to your dialogue for you. To do this, select your Yarn Project, and click 'Add Line Tags to Scripts'. Yarn Spinner will re-write all of the script files, adding a line ID to any line that doesn't already have one.
You can't generate a strings file unless all of the lines in all of the scripts in the Yarn Project have a line ID.
Once you've added line IDs to your Yarn scripts, they're ready to be used in your game's localisation system. Yarn Spinner works with the Unity-provided Localization package, and can prepare your string tables and fetch content from those tables at run-time.
If you'd prefer to not use Unity's Localization package, Yarn Spinner also provides a built-in localisation system, which is described in Built Yarn Spinner localisation system
You can define your own commands, which allow the scripts you write in Yarn Spinner to control parts of the game that you've built.
In Unity, there are two ways to add new commands to Yarn Spinner: automatically, via the YarnCommand
attribute, or manually, using the DialogueRunner
's AddCommandHandler
method.
YarnCommand
attributeThe YarnCommand
attribute lets you expose methods on a MonoBehaviour
to Yarn Spinner.
When you add the YarnCommand
attribute to a method, you specify what name the command should have in Yarn scripts. You can then use that name as a command.
If the method is not static
, you call it with the name of the game object you want the command to run on.
For example, if you have a script called CharacterMovement
that has a method Leap
, you can add a YarnCommand
attribute to it to make it available to your Yarn scripts:
If you save this in a file called CharacterMovement.cs
, create a new game object called MyCharacter
, and attach the CharacterMovement
script to that game object, you can run this code in your Yarn scripts like this:
If the method is static, you call it directly, without providing a game object name. For example:
If you save this in a file called FadeCamera.cs
, you can run this code in your Yarn scripts like this:
You can also use methods that take parameters. Yarn Spinner will take the parameters that you provide, and convert them to the appropriate type.
Methods that are used with YarnCommand
may take the following kinds of parameters:
string
Passed directly to the function.
int
float
bool
The strings "true" and "false" are converted to their respective boolean values, true
and false
. Additionally, the name of the parameter is interpreted as true
.
GameObject
Yarn Spinner will search all active scenes for a game object with the given name. If one is found, that game object will be passed as the parameter; otherwise, null
will be passed.
Component
(or its subclasses)
Yarn Spinner will search all active scenes for a game object with the given name, and then attempt to find a component of the parameter's type on that game object or its children. If one is found, that component will be passed as the parameter; otherwise, null
will be passed.
Method parameters may be optional.
For example, consider this method:
This command could be called like this:
If you're using Unity 2021.1 or earlier, you'll need to use the Window -> Yarn Spinner -> Update Yarn Commands menu item whenever you add, remove or change a YarnCommand
-tagged method.
If you're using Unity 2021.2 or later, this is done for you automatically.
You can see a list of commands that you've registered with the YarnCommand
attribute by opening the Window menu and choosing Yarn Spinner -> Commands.
This will show a list of every command that you can call in your Yarn script, what parameters they take, and which parameters are optional.
This feature is available in Unity 2021.2 and later.
You can also add new commands directly to a Dialogue Runner, using the AddCommandHandler
method.
AddCommandHandler
takes two parameters: the name of the command as it should be used in Yarn Spinner, and a method to call when the function is run.
If you want to add a command using AddCommandHandler
that takes parameters, you must list the types of those parameters.
For example, to create a command that makes the main camera look at an object, create a new C# script in Unity with the following code:
Add this script to any game object, and it will register the camera_look
in the Dialogue Runner you attach.
You can then call this method like this:
We provide two different means of handling commands in Yarn Spinner: the AddCommandHandler
method and the YarnCommand
attribute. Both of these provide effectively the same functionality, and under-the-hood the YarnCommand
attribute is even a wrapper around the AddCommandHandler
call. So if there are two different ways to achieve the same thing when should you use each one?
The YarnCommand
attribute allows you to tag specific methods as being a command, Yarn Spinner will then automatically handle the binding and connection of the the command in text to the method call in C#.
AddCommandHandler
method allows you to manually connect a method in C# to a command in Yarn, letting you set the name of the command and which method it connect to, giving you the control over the binding.
Most of the time, we feel that the YarnCommand
attribute is the better option, because it is easier to use, and maps well to how we find most people use commands - that is, calling specific methods on specific GameObjects.
This convenience, however, does come at a cost of flexibility, because your YarnCommands
either need to be on static methods, or follow specific calling conventions, which may not be what you need or want.
The YarnCommand
attribute works best in our opinion when your commands are calling into specific GameObjects in your scene, which means that it works very well for moving, animating, or changing characters and items in a scene.
For larger gameplay changing moments, such as loading new scenes, moving between dialogue and the rest of your game, or for more global events like saving the game or unlocking an achievement, the AddCommandHandler
method is better.
Coroutines can be commands. If you register a command, either using the YarnCommand
attribute, or the AddCommandHandler
method, and the method you're using it with is a coroutine (that is, it returns IEnumerator
, and yields
objects like WaitForSeconds
), Yarn Spinner will pause execution of your dialogue when the command is called.
Additionally, if your method returns a Coroutine
object, Yarn Spinner will wait for that coroutine to complete. You can create and return a Coroutine
by using the StartCoroutine
method.
For example, here's how you'd write your own custom implementation of <<wait>>
. (You don't have to do this in your own games, because <<wait>>
is already added for you, but this example shows you how you'd do it yourself.)
This new method can be called like this:
Functions are units of code that Yarn scripts can call to receive a value.
In addition to the built-in functions that come with Yarn Spinner, you can create your own.
To create a function, you use the YarnFunction
attribute, or the AddFunction
method on a Dialogue Runner. These work very similarly to commands, but with two important distinctions:
Functions must return a value.
Functions are required to be static
.
For example, here's a custom function that adds two numbers together:
When this code has been added to your project, you can use it in any expression, like an if
statement, or inside a line:
Yarn functions can return the following types of values:
string
int
float
bool
If you're using Unity 2021.1 or earlier, you'll need to use the Window -> Yarn Spinner -> Update Yarn Commands menu item whenever you add, remove or change a YarnFunction
-tagged method.
If you're using Unity 2021.2 or later, this is done for you automatically.
This page covers what you need to know to use the internal localisation system built into Yarn Spinner. This supports both the localisation of the text, so the lines themselves, and your assets needed for them.
The other option for localisation is to use the Unity Localization package. The Unity Localisation package has more features, but is more complex.
Watch a video where Yarn Spinner developer Jon Manning walks you through using the Built-In Localisation System:
When you want to prepare a Yarn Project for an additional language, you add a new Localisation in the Yarn Project.
Localisations are how you tell Yarn Spinner where to find the localised lines, and the localised line assets, for a given language.
To create a new Localisation, open the Localisations list in the Yarn Project's Inspector, and click the + button.
Localisations have the following properties:
Language ID
The language for this localisation.
Strings File
Assets Folder
A folder containing the localised assets for this localisation.
Your project always includes at least one localisation, which is for the base language.
After you've set up a localisation, you can translate your dialogue into that localisation's language. To do this, you generate a strings file.
A strings file is a text-based spreadsheet, in comma-separated value form, that contains a translated version of your dialogue. Yarn Spinner can generate a strings file for you, based on the line IDs in the dialogue.
You don't need to create a strings file for your base localisation, because Yarn Spinner creates that for you by reading your source Yarn scripts. Any localisation whose language ID is the same as your base language will be marked as 'Automatically included'.
To create a strings file, select a Yarn Project, and click the "Export Strings and Metadata as CSV" button. Unity will ask where you want to save the strings file (the metadata file will have the same name as the strings file, but with a "-metadata" appended to it).
A strings file has the following structure:
language
The language code for this line.
When you export a strings file, this will be the Yarn project's base language.
id
The line ID for this line.
text
The text of the line, in the language indicated by the language
column.
file
The file that the line was originally found in.
node
The node that the line was originally found in.
lineNumber
The line number of the file that the line was originally found in.
lock
A unique value that Yarn Spinner uses to detect if the line has been modified since the strings file was generated. Don't modify or delete this value.
comment
A note indicating the intent and tone of the line. This can be useful for translators who may not have the same background or context for how the line should be delivered.
Once you've exported a strings file, you can translate it into another language: for each row in the database, change the language
column to the new language you're translating into, and the text
column to the translated text of the line.
Only the language
and text
columns should be modified by the translator. Don't modify the others; in particular, if you modify the value in the id
column, Yarn Spinner won't be able to link the translated line to the original version.
The metadata file contains the id
, file
, node
, and lineNumber
columns (which have the same values as in the strings file). Additionally, it contains a metadata
column with all the metadata of a line. Only lines that contain metadata will be present in this file. For more information on metadata, see Tags and Metadata.
You can also provide the metadata file to the translator to give them more context and improve localisation accuracy.
Once you have a strings file that's been translated into your target language, you can add it to your Localisation. To do this, drag and drop the translated strings file into the Strings File property of your localisation, and click Apply.
It's possible to update a strings file after you've made changes to your source scripts. For example, you might have added or removed lines, or made changes to the text.
To update a strings file, click the Update Existing Strings Files button at the bottom of the Inspector.
Yarn Spinner will update every strings file that's been added to the Localisations list: new lines will be added, removed lines will be deleted, and lines whose original text has changed since the last time the file was updated will have the text "NEEDS UPDATE" added to the end. This allows you to more easily find which lines need an updated translation.
Localised line assets are assets that are associated with a particular line, in a particular localisation. The most common example of this is voice-over lines, which are audio assets that are associated with each line.
Line Providers are responsible for fetching the appropriate assets for a given line and language. For example, the Audio Line Provider fetches audio clips, and provides them to voice-over dialogue views.
The specific localised line, and localised line assets, that a line provider fetches depends on which language they have been configured to fetch.
The Text Line Provider has a single language option, which controls which language the line will appear in.
The Audio Line Provider has two language options: the language of the text, and the language of the audio files that are retrieved. This means that you can configure it to provide text in one language, and audio in another.
If a line provider is asked to retrieve content for a language that it doesn't have any assets for, it will retrieve the base language version instead.
This example project demonstrates making a simple dialogue-based game when beginning with only an empty Unity scene.
Display Yarn dialogue in a Unity scene
Allow a player to select between options to respond
Add some static visuals
Yarn Spinner installed in Unity: Installation for Unity
Yarn Spinner set up in a text editor: Fundamentals
Open a new Unity 3D project. Ensure Yarn Spinner has been added to the project in the Package Manager as per the Installation Instructions.
If the sample empty scene is not visible, you'll need to open it. In the Project Window where project files are displayed, navigate to Assets > Scenes and select SampleScene.unity.
Yarn Spinner for Unity comes with a pre-made UI layer and accompanying utility scripts to handle displaying lines and presenting options from Yarn files. Add one by opening the GameObject menu, and choosing Yarn Spinner > Dialogue System.
Depending on your version of Unity, a window might appear asking you to import TextMesh Pro assets. If this appears, click 'Import TMP Essentials'.
When the Dialogue System in the scene is selected, the Inspector will display the Yarn Project it is expecting line from. Here, a Yarn Project is a kind of linking file that groups Yarn script files together.
To make one, navigate to a sensible place for the file to live (such as a new folder Assets > Dialogue) and right-click the Project Window pane to select Create > Yarn Spinner > Yarn Project.
The existence of Yarn Projects allows larger games with multiple dialogue systems (e.g. main story dialogue, barks, storylets) to separate into multiple projects that pass lines to different UI or systems. This allows an extra level of organisation above separate Yarn files which are typically used to separate story scenes or parts.
However, most games will need only a single Yarn Project.
Select the scene's Dialogue System again and drag the new Yarn Project into the labelled slot in the Inspector.
Now the Yarn Project needs one or more Yarn Scripts to get dialogue from. Just like with the Yarn Project, navigate to the desired file location and select Create > Yarn Spinner > Yarn Script. Name the new script Start, and place it in the same folder as the Yarn Project. This will make the Yarn Script be included in the Yarn Project.
By default, a new Yarn Script begins with a single empty node with the name of the file. Open the file, rename the node to Start and put a single line of test dialogue. You may remove the tags
field.
Returning to Unity, pressing the ▶️ button results in the test line being displayed in front of the empty scene world. Pressing Continue will make the UI disappear, as it has reached the end of the script.
So it's time for the actual writing part. Here, I've opened my new Yarn Script in Visual Studio Code with the Yarn Spinner Extension installed as per the Installation Instructions. I've written a simple script about a conversation between a blue sphere 🔵, a red cube 🟥 and the player who plays a shape of their choice. Depending on how the player responds to their greeting, the other shapes will either be pleased to meet them or decide they are rude.
You can find this example script below to copy. Or if you need a refresher on how to represent your own story in Yarn, refer to the Syntax and File Structure guide.
Once you've got a basic story, pop back into Unity and check the basics:
Once any desired visual assets have been added to the scene and the story has received any necessary fleshing out, the game is complete. If you've used this example to add dialogue to your own scene, you may skip ahead to Result. Otherwise, let's proceed!
For the shape example, let's add some "characters" to the scene. Use Menu > GameObject > 3D Object to add a Sphere, a Cube and a Plane to the scene. Scale up the Plane by adjusting the values in the Inspector to Scale = 10, 10, 10
. To put the Sphere and Cube in front of the camera and make the Plane appear as a floor, they'll need to be moved. The following coordinates are about right, using the default location for the Main Camera:
Main Camera
0
1
-10
Sphere
-1
1
-7.5
Cube
1
1
-7
Plane
0
0.5
0
Looking to the Game view, this should appear as two shapes on a floor with the dialogue UI in front.
All this white makes them difficult to distinguish though, so let's colour each Object. Create basic Materials for each by right-clicking the Project Window in the desired file location and select Create > Material three times. Change the colour of each Material to three distinct colours by modifying the Albedo value in the Inspector.
Add a Material to each Object by selecting the desired object and dragging the Material into the Materials > Element 0 under Mesh Renderer in the Inspector.
This tutorial isn't here to teach you all of Unity. If you need some guidance about aspects outside of Yarn Spinner, you can check out our books on the topic or there are lots of helpful guides around the web, on YouTube, or created by Unity themselves!
A playable branching story game with simple static visuals.
An easy way to spice this up is to just add more dialogue with the same characters. Here is an example script that shows how a simple starter script made for testing can grow to a fuller conversation. And it doesn't stop there! Yarn Spinner is perfect for allowing growing projects to remain functional throughout.
Now, let's move onto an example where Yarn Spinner leverages the power of Unity to change things in the scene as well as running dialogue...
Understand the Intro sample.
After you've worked through the Beginner's Guide, the Intro Sample is a great place to go next.
Intro is a simple conversation featuring branching, variables, localisation, a themed Line View and Option View, and voice-over.
To understand the Intro Sample, open it and take a look at the Hierarchy:
You'll find the following:
Dialogue Runner — a GameObject with a Dialogue Runner, an Audio Line Provider, and a script to allow the game to be quit attached to it.
The Dialogue Runner is a Component supplied by the Yarn Spinner for Unity Package.
The Audio Line Provider is a Component supplied by the Yarn Spinner for Unity Package.
The guide and documentation for the paid Yarn Spinner for Unity add-on, Speech Bubbles for Yarn Spinner.
This Unity package provides two prefabs: Formal Bubble and Casual Bubble. The package requires Yarn Spinner for Unity.
Speech Bubbles for Yarn Spinner provides a Casual Bubble and a Formal Bubble prefab. Both are customisable, powerful, and extremely flexible:
customise fonts, colours, and styles of bubbles
optional character nameplate
flexible anchor point for bubble stem
lock bubbles to camera, or not, your choice
works for 2D or 3D games
This guide provides documentation on using both prefabs.
The oldest supported version of Unity for the Speech Bubbles is 2021.3.
Yarn Spinner is always free and open source. To help offset the costs of designing, building, and supporting Yarn Spinner, we provide a number of add-ons as paid extras to make implementing Yarn Spinner in your games easier for you.
At the moment, these include:
You can purchase both of these on the Yarn Spinner Itch.io Store:
This section of the Yarn Spinner documentation provides guides for the available add-ons.
The guide and documentation for the paid add-on, Dialogue Wheel for Yarn Spinner.
This Unity package provides two prefabs: Six-Segment Dialogue Wheel and Automatic-Layout Dialogue Wheel. The package requires Yarn Spinner for Unity.
Dialogue Wheel for Yarn Spinner provides an Automatic-Layout Dialogue Wheel and a Six-Segment Dialogue Wheel prefab. Both are customisable, powerful, and extremely flexible:
customise fonts, colours, and styles of wheels
enable and disable segments (Six-Segment Wheel)
specify specific segments for specific dialogue (Six-Segment Wheel)
theoretically unlimited options on the wheel (Automatic-Layout Dialogue Wheel)
works for 2D or 3D games
This guide provides documentation on using both prefabs.
The oldest supported version of Unity for the Dialogue Wheel is 2021.3.
The Six-Segment Dialogue Wheel provides a dialogue wheel with a light scif-fi appearance, and support for up to six segments, and the ability to specify exactly which of the segment positions is used for an option in your Yarn scripts.
The Automatic-Layout Dialogue Wheel provides a dialogue wheel with a simple graphical appearance, and can—theoretically—support as many options as you'd like, automatically adjusting to display them. You cannot force an option to appear in a specific place on the wheel.
This example project demonstrates making a simple dialogue-based game when beginning with some pre-existing assets.
You can watch a video version of this tutorial presented by Yarn Spinner's Jon Manning and Mars Buttfield-Addison, from the Game Developers Conference in 2021.
Display Yarn dialogue in a Unity scene
Allow a player to select between options to respond
Use Yarn Spinner to trigger commands that change the scene, camera and characters
Yarn Spinner installed in Unity
Yarn Spinner set up in a text editor
Drag the provided Asset Package into the Project Window where project files are displayed in Unity to import them into the project.
To see the Scene containing the imported assets, you'll need to open it. In the Project Window, navigate to Assets > Scenes and select SpaceJourney.unity.
This package includes with the following assets and functionality:
A simple, static environment called Spaceship.
Three Character models that each come with 6 available poses and 5 facial expressions.
UI Layers that appear in front of the camera to present a black screen or title screen.
Location Markers which are named but invisible objects in the scene that can act as anchors to move other objects to predefined positions.
Four C# scripts that are attached to some of the above objects to provide simple functions.
So the Scene looks somewhat like this, except that Locations and the markers within them are invisible. Here, orange diamond 🔶 icons are markers intended for the camera to move to and blue circle 🔵 icons are intended for characters.
You can see these markers yourself in Unity by selecting each marker in Location Markers and allocating them an Icon using the dropdown at the top of the Inspector. The markers named Camera
are the camera markers and the ones named like Left
or Right
are character markers.
Yarn Spinner for Unity comes with a pre-made UI layer and accompanying utility scripts to handle displaying lines and presenting options from Yarn files. Open the GameObject menu, and choose Yarn Spinner > Dialogue System.
When the Dialogue System in the scene is selected, the Inspector will display the Yarn Project it is expecting line from. Here, a Yarn Project is a kind of linking file that groups Yarn script files together. To make one, navigate to a sensible place for the file to live (such as Assets > Dialogue) and right-click the Project Window pane to select Create > Yarn Spinner > Yarn Project.
The existence of Yarn Projects allows larger games with multiple dialogue systems (e.g. main story dialogue, barks, storylets) to separate into multiple projects that pass lines to different UI or systems. This allows an extra level of organisation above separate Yarn files which are typically used to separate story scenes or parts.
However, most games will need only a single Yarn Project.
Select the scene's Dialogue System again and drag the new Yarn Project into the labelled slot in the Inspector.
Now the Yarn Project needs one or more Yarn Scripts to get dialogue from. Just like with the Yarn Project, navigate to the desired file location and select Create > Yarn Spinner > Yarn Script. Name it whatever you like - "Start" will do - and put it in the same folder as the Project.
By default, a new Yarn Script begins with a single empty node with the name of the file. Open the file, rename the node to Start and put a single line of test dialogue.
Returning to Unity, pressing the Play ▶️ button results in the test line being displayed in front of the empty scene world. Pressing Continue will make the UI disappear, as it has reached the end of the script. If you do not see this, read onward for a common fix.
If you only see a black screen, the included fade-to-black layer is turned on and blocking the camera from seeing the scene. Hide this by selecting UI Layers from the Scene Hierarchy and unchecking the box at the top of the Inspector.
It's time to plan a story. In this Asset Package there are three character models called Engineer, Crewmate and Captain.
These low-poly spacefarers live and work on a spaceship with the player. It's a new day on the job in Space Fleet, the player is in the corridor and they must decide which of their three shipmates they're going to speak to. The choices presented are:
The Engineer, who will complain to the player about his job.
The Crewmate, who the player will attempt to convince should give them extra rations.
The Captain, who will try to judge whether the player is ready for action.
After a short conversation with the chosen character, a shipwide alert requests all hands report to the bridge. When the player arrives, the Captain reveals that space pirates are attacking. Then one of two things happens:
If the player chose to speak to the Captain earlier, and succeeded in convincing her that they were ready for action, the player is sent to fight off the pirates and save the day.
If the player either didn't speak to the Captain, or failed to convince her that they were ready for action, the Crewmate is sent instead.
This short story provides an initial choice between three paths, and results in the player achieving one of two endings. A tree representation of the story would look as follows:
Once you've got a basic story, pop back into Unity and check the basics:
Speaking to an empty void is all well and good, but this particular game is going to be more compelling if it makes use of the provided assets to make dynamic visuals. So to empower our Yarn script to invoke changes in Unity, we'll make some Commands. For this project, we'll make commands to:
Move the Camera to preset locations, as if the player is moving.
Turn on and off UI elements, to create nice transitions during Scene changes.
Move Character models to preset locations, as if they are entering and exiting the Scene.
Change Character model animations and textures, as if they are showing different emotions.
The first two will need to exist throughout the Scene, while the next two should attach to specific Character objects so each can be controlled independently. In Assets > Scripts there are four C# scripts that have code to do each of these things (see headers below), so we just need to create commands that make the functionality available to Yarn scripts in the project.
Code for the scene-wide commands are included in Assets > Scripts > SceneDirector.cs. To make functions from the script available throughout the project, it is attached to an otherwise empty GameObject in the Scene called Scene Director.
With our first command we want to be able to be able to move the Scene's Main Camera to an invisible marker in the Scene with the given name. The function from SceneDirector.cs that we want to be able to invoke from Yarn is called MoveCamera()
and it looks like this:
It takes a Location in the Scene, from the eligible options Title, Corridor and Bridge. **It then finds the location and facing of the marker named Camera in that Location** and sets the camera location and facing to that of the marker.
If the camera moves to the Title location, the Title Layer element will fill the screen and appear as if a splash screen was being shown. If moved to the Corridor or Bridge locations, it acts as the point of view of the player who is then seen to be currently in that location. The default camera location is Title.
Here, we want to make a Yarn command called camera
that takes a location name and knows to pass it off to the MoveCamera()
function in C# to make it happen. This will mean when the player has to move to the bridge, the Yarn script can just say <<camera Bridge>>
.
Making a command that can then be used in Yarn is as simple as registering a Command Handler. A Command Handler tells the Dialogue System that a Yarn command exists with a given name, how many additional pieces of information it needs, and which C# function to pass this information to when it's called. Then, when the game runs, the Dialogue System will handle talking to C# for you.
Command Handlers have two important requirements:
They must be created before the command can ever be called. Usually, this means you want to make it as part of the initial creation of the scene or the object it's attached to.
They must be attached to the Dialogue System's Dialogue Runner object. It's the thing passing lines of dialogue to the scene that has to know to change behaviour if the next line it receives is a command instead of dialogue.
To satisfy the first point, we can register any Command Handlers in a function called Awake()
that every Unity object has by default. This function is called when the object is created, and because our empty Scene Director object is always in the Scene this means it gets created as soon as the Scene does. Registering Command Handlers in the Awake()
function of this object therefore means they will be registered before anything else happens when the game is run.
To satisfy the second, we need to find the Dialogue Runner in the scene and assign it to a variable in C# that we can then attach Command Handlers to. Because there is only one Dialogue Runner in the Scene, we can find it by asking Unity to give us all the objects in can find in the Scene of type DialogueRunner.
Altogether, this means two simple lines in the Awake()
function of SceneDirector.cs:
The Dialogue Runner now supports a command called camera
that has a parameter of type Location
and will defer to the function MoveCamera()
to make it happen.
Return to the Yarn script and add commands of syntax <<camera (location name)>>
to the appropriate places:
Add <<camera Corridor>>
to the top of the Start node.
Add <<camera Bridge>>
to the top of the node where characters should move to the bridge.
To show the title before the game begins, add <<camera Title>>
at the top of Start and then a call to the inbuilt <<wait (number of seconds)>>
command to hold for a second or two before moving to the Corridor.
If you hid the Title Layer object earlier, be sure to unhide it now by selecting it and re-ticking the box at the top of the Inspector. If necessary, unhide UI Layers and re-hide just the Fade Layer.
These minimal changes to the Yarn script...
...should now result in the camera moving around the empty environment in the appropriate points in the script. Returning to Unity, press the ▶️ button and playthrough to check this works correctly.
When Yarn script needs to pass an argument of a project-specific type (like Location is) it simply searches the scene for objects of that type with the given name, so make sure you spell and capitalise Location names exactly as they are in the Scene.
Onto the next command! Smash cuts are fine, but nice transitions are fancier. In the Scene there is a flat black layer called Fade Layer that sits in front of the camera. Changing its opacity can make the camera appear to fade to and from black. Back in SceneDirector.cs there is a line in the Awake()
function that finds the objects of type Fade Layer in the Scene (there is only the one) and keeps it in a variable called fadeLayer
, similar to how the Dialogue Runner was found earlier.
Remember to unhide the Fade Layer if you hid it earlier, otherwise this command won't be able to find it. Re-tick the box at the top of the Inspector.
Then further down the file there are short functions called FadeIn()
and FadeOut()
that do just that, by changing the opacity of this stored layer over the given number of seconds (or defaulting to 1 second if no argument is provided).
These functions are a little different in that instead of returning nothing like the MoveCamera()
function did, these functions return a Coroutine
. This gives Yarn Spinner a handle to the process it triggered so that for operations that take time (like fading in a screen over a second or so) it knows not to trigger the next line of dialogue until that process has completed.
Again, the functionality that performs the actual opacity change is contained in a C# script attached to the relevant GameObject. In this case it is a file called FadeLayer.cs attached to the Fade Layer.
Adding commands for fadeIn
and fadeOut
works just like before. In the Awake()
function of SceneDirector.cs by adding Command Handlers to the previously found Dialogue Runner.
Back in the Yarn script, add a <<fadeOut>>
and <<fadeIn>>
to either side of each camera or node change to make nice fade-to-black transitions between story parts. Because no argument is provided, this will perform a 1 second fade.
Including transitions between conversation nodes even if they occur in the same Corridor location will hide the characters appearing that will be implemented next.
All this took is a few more additions to the Yarn script:
The next command will allow character models to be placed in the Scene whenever they are part of the current conversation. We could write these as before in SceneDirector.cs with a function that takes a Character to change and what to change about them, but instead we're going to try out another type of command.
This time, we're going to add commands to the script that's attached to each Character-typed object in the scene, found at Assets > Scripts > Character.cs. This script has three main functions we want to use: Move()
, SetPose()
and SetExpression()
.
In our example nobody ever leaves a location while the player is still there so there's no need to implement hide/show-like functionality; we can just cycle Characters between predefined Locations in the Scene.
First up in Character.cs, there is a function called Move()
that accepts a Location
object and the name of a marker in that Location. It looks very similar to the MoveCamera()
function used earlier:
Much like before with MoveCamera()
, Yarn Spinner is able to find the Game Object you are trying to command by searching the Scene for one with the right type and name. This is used to find the Location that should be passed as the first function argument, but also to specify the target Character this function should be called on.
So if we want a command like <<place (location) (marker name)>>
we need to add an extra argument in between to specify the target Character object: <<place (character) (loc...>>
.
But this can't be done like before with a Command Handler registered when the object is created. Because Character.cs is attached to every Character object in the Scene, the Awake()
function would be called every time any Character was created. This would result in the Dialogue Runner receiving multiple registrations of command with the same name but that are requested to pass off to different objects. Yarn Spinner won't allow that, so we have to instead annotate the relevant functions using the Yarn Command decorator.
Declaring a Yarn Command is as simple as adding [YarnCommand("command name")]
to the declaration of a function. Add the following decorator to just above the Move()
function:
If you're using Unity 2021.1 or earlier, open the Window menu, and choose Yarn Spinner -> Update Yarn Commands. This updates the code that makes sure that the "place" command is available to your Yarn script.
If you're using a later version of Unity, you don't need to do this.
Now in the Yarn script, just add commands to move the relevant Character to the desired marker in the current Location by adding <<place (character name) (location) (marker name)>>
wherever needed. Placing characters before calling <<fadeIn>>
will ensure they are there before the shot appears, so the Character won't seem to pop into existence a fraction later.
Just a handful of additions to the Yarn script:
And now our Characters appear in the Scene whenever they're part of the current conversation.
Next, we're going to add some pose and facial expression changes to make Characters respond to the changing mood of the story. Primarily because it's a bit weird that everyone looks so cheerful during a crisis...
The SetPose()
function in Character.cs accepts the name of a pose and tells the animator attached to the Character model to move the model to that pose. The available poses for each model are defined by their underlying type seen in Assets > Art > CharacterBaseModels and the Asset Package has come with the following for both male and female models:
neutral
hand-on-hip
arms-out
hand-at-mouth
pointing
hands-on-hips
Mostly these just move their arms into different basic positions. The function looks like this:
As with the place
command, add a decorator to SetPose()
to declare a command called pose
.
If you're using Unity 2021.1 or earlier, open the Window menu and choose Yarn Spinner -> Update Yarn Commands to update the list of available commands.
Now characters can be moved using <<pose (character) (pose name)>>
wherever called for in the script. In particular, adding appropriately unhappy-looking poses during the Bridge scene will make Characters seem to respond to the story.
Next, do the exact same thing for expressions. The options included for each character in the Asset Package are:
neutral
happy
angry
smirk
surprised
Facial expressions for the included characters are just a texture applied to the model's face, so changing expression just means asking the texture renderer to change face texture.
Decorate with [YarnCommand("expression")]
and, back in the Yarn script, place calls to <<expression (character) (expression name)>>
wherever appropriate.
If you're using Unity 2021.1 or earlier, update your Yarn commands now by choosing Window -> Yarn Spinner -> Update Yarn Commands.
And that's it for commands! We successfully implemented commads to:
Now that all the commands are hooked up and the skeleton story plays through correctly, it's time to replace the skeleton placeholder script with the full story. Delete the Yarn Script that you created earlier, and find the file SpaceJourney_FinalVersion.yarn in the Assets/Dialogue folder. Move this file into the folder with the Yarn Project.
A playable visual novel-type game with multiple characters and scenes and sensible transitions between them.
An easy way to spice this up is to just try replacing provided assets with ones of your own choosing. There are plenty of publically available asset packs with permissive licenses to play with, and re-theming a starter game and building from there can be easier than starting from scratch.
Or you could try your hand at C# and create more advanced commands that can be made available to Yarn. Add new Locations, or camera motion. The sky's the limit! Yarn Spinner is perfect for allowing iterative and creative development.
Now, let's move onto an example that uses Yarn Spinner to run different dialogue based on players interacting with different NPCs...
Learn how to install the Speech Bubbles for Yarn Spinner Package.
Once you've purchased it, download the package from the store. It will be in the form of a .unitypackage
file. To install the package, open the Unity project that you want to add it to, and open the the Assets menu -> Import Package -> Custom Package...
You'll then be able to select the .unitypackage
file for Speech Bubbles for Yarn Spinner on your file system, and click Open. This will present the Import Unity Package window:
Click the Import button, and Speech Bubbles for Yarn Spinner will be imported into your project.
Learn how to install the Dialogue Wheel for Yarn Spinner Package.
Once you've purchased it, download the package from the store. It will be in the form of a .unitypackage
file. To install the package, open the Unity project that you want to add it to, and open the the Assets menu -> Import Package -> Custom Package...
You'll then be able to select the .unitypackage
file for Dialogue Wheel for Yarn Spinner on your file system, and click Open. This will present the Import Unity Package window:
Click the Import button, and Dialogue Wheel for Yarn Spinner will be imported into your project.
Next, check out the guides on Using Six-Segment Dialogue Wheel, or Using Auto-Layout Dialogue Wheel, as well as
A quick look at the examples that ship with Speech Bubbles for Yarn Spinner.
Speech Bubbles for Yarn Spinner ships with two example scenes, showcasing the flexibiltiy of the Speech Bubbles.
The 2D Sidescroller Example showcases the flexibility of the Speech Bubble in a variety of contexts, including both the Formal Bubble, and the Casual Bubble. Once you've installed the package, find this example in Speech Bubbles for Yarn Spinner/Examples/2D Sidescroller
.
The 3D Top-Down Example showcases the Speech Bubbles in a 3D environment, with a variety of small customisations. Once you've installed the package, find this example in Speech Bubbles for Yarn Spinner/Examples/3D Top-Down
.
Parsed as an integer using .
Parsed as an integer using .
A Text Asset containing the translated lines for this Yarn Project's scripts. See for information on how to create these assets.
This add-on is not part of the open source Yarn Spinner package, and can be :
You can purchase these add-ons at . Purchasing Yarn Spinner, or a Yarn Spinner Add-on is a fantastic way to help support Yarn Spinner, and the team behind it.
This add-on is not part of the open source Yarn Spinner package, and can be :
To learn how to use the Six-Segment Dialogue Wheel, .
To learn how to use the Automatic-Layout Dialogue Wheel, .
downloaded and unzipped
Open a new Unity 3D project. Ensure Yarn Spinner has been added to the project in the Package Manager as per the .
The next step is to import the Dialogue System and hook up a Yarn Project and Yarn Script. If you have completed before, you may skip ahead to . Otherwise, let's proceed!
So it's time for the actual writing part. Here, I've opened my new Yarn Script in Visual Studio Code with the Yarn Spinner Extension installed as per the . I've written a minimal script that follows the planned story, as a skeleton that can be expanded on later.
You can find this example script below to copy. Or if you want to make you own version and need a refresher on how to represent it in Yarn, refer to the .
You can purchase Speech Bubbles for Yarn Spinner from the .
To use the Speech Bubbles for Yarn Spinner package in Unity, you'll also need to make sure you've got the Yarn Spinner for Unity package .
You can purchase Dialogue Wheel for Yarn Spinner from the .
To use the Dialogue Wheel for Yarn Spinner package in Unity, you'll also need to make sure you've got the Yarn Spinner for Unity package .
Yarn Spinner for Godot is the set of components and scripts that make Yarn Spinner work inside a Godot project.
In this section, you’ll learn how to install, set up, and work with Yarn Spinner for Godot.
Just getting started with Yarn Spinner for Godot? The beginner's guide is a step-by-step tutorial to setting the plugin up in your project.
Yarn Spinner for Godot works with Godot 4.1 and newer. Currently, the recommended version is 4.2.x.
Learn about Dialogue Views, which present dialogue content to the user.
A Dialogue View is a kind of node that receives content from a Dialogue Runner, and presents it to the player. Dialogue Views are how the player sees your game's lines of dialogue, and how they select choices in the dialogue.
A Dialogue Runner can have multiple Dialogue Views. For example, you might have one Dialogue View that's designed to display lines of dialogue, and another that's in charge of displaying options to the player.
Because every game's needs are different, a Dialogue View is designed to be extremely customizable, and you can create your own custom dialogue views to suit the needs of your game.
However, because there are common patterns of how games work with dialogue, Yarn Spinner for Godot comes with some pre-built Dialogue Views that handle common use cases:
Line View is a Dialogue View that displays a single line of dialogue in a RichTextLabel on a CanvasLayer, and shows a button that the user can click to proceed.
Option List View is a Dialogue View that displays a collection of options in a list.
There are two important kinds of files you'll use when working with Yarn Spinner for Godot:
Yarn Projects are files that link your Yarn Scripts together, and are used by the Dialogue Runner.
Yarn Scripts are files that contain your written dialogue.
This page shows you how to install Yarn Spinner for Godot, the Godot integration for running Yarn and Yarn Spinner scripts in your Godot-based games.
Yarn Spinner for Godot is a Yarn Labs project. It is not fully, or officially supported, and may break, or change at any time.
Download a copy of the latest version of Yarn Spinner for Godot from the GitHub repository, or clone the repository somewhere.
Locate the addons/
directory in your new local copy of Yarn Spinner for Godot:
Put a copy of this directory into your new Godot project, either by dragging the folder in your file manager (e.g. Finder or Explorer) into the folder of the Godot project, or by dragging from your file manager into the FileSystem dock of your Godot project:
Next, choose the Project menu -> Tools -> C# -> Create C# solution. This will create a C# project for you. We have to do this to trigger the creation of the .csproj
file, which is necessary to let Godot know about the Yarn Spinner plugin.
Next, open the project folder in Visual Studio Code. In the sidebar of VS Code, the .csproj
file and add the following line to it, inside the <Project>
</Project>
tags, but not inside an <ItemGroup>
or <PropertyGroup>:
Your brand new project should look something like this in VSCode:
Save the tweaked .csproj
file and return to Godot, everything is almost ready to go. Click the Build button in the very top right-hand corner of the Godot window. This will trigger a build of the C# solution for the project, which is required to make Godot aware of Yarn Spinner for Godot.
Once the build is complete, open the Project menu -> Project Settings, change to the Plugins tab, and tick the enabled box next to the Yarn Spinner for Godot plugin:
With that, you're ready to go!
This example project demonstrates making a simple non-linear dialogue-based game when beginning with some pre-existing assets.
Display Yarn dialogue in a Unity scene
Allow a player to select between options to respond
Allow a player to select among available characters to speak to
Use Yarn Spinner to trigger a command that changes the interactability of characters
Yarn Spinner installed in Unity
Yarn Spinner set up in a text editor
Starter Asset Package downloaded and unzipped
Open a new Unity 3D project. Ensure Yarn Spinner has been added to the project in the Package Manager as per the Installation Instructions.
Drag the provided Asset Package into the Project Window where project files are displayed in Unity to import them into the project.
This package includes the following assets and functionality:
A simple, static environment called Graveyard which also contains four character models.
A C# script that provides simple functions for the character objects.
A Timeline that stores the hovering animation for the Ghost character.
Some Lights that turn on and off to indicate when a Grave character is speaking.
The next step is to import the Dialogue System and hook up a Yarn Project and Yarn Script. If you have completed Example Project 1 or Example Project 2 before, you may skip ahead to Filling Out Your Script. Otherwise, let's proceed!
Yarn Spinner for Unity comes with a pre-made UI layer and accompanying utility scripts to handle displaying lines and presenting options from Yarn files. Open the GameObject menu, and choose Yarn Spinner > Dialogue System.
When the Dialogue System in the scene is selected, the Inspector will display the Yarn Project it is expecting line from. Here, a Yarn Project is a kind of linking file that groups Yarn script files together. To make one, navigate to a sensible place for the file to live (such as Assets > Dialogue) and right-click the Project Window pane to select Create > Yarn Spinner > Yarn Project.
The existence of Yarn Projects allows larger games with multiple dialogue systems (e.g. main story dialogue, barks, storylets) to separate into multiple projects that pass lines to different UI or systems. This allows an extra level of organisation above separate Yarn files which are typically used to separate story scenes or parts.
However, most games will need only a single Yarn Project.
Select the scene's Dialogue System again and drag the new Yarn Project into the labelled slot in the Inspector.
Now the Yarn Project needs one or more Yarn Scripts to get dialogue from. Just like with the Yarn Project, navigate to the desired file location and select Create > Yarn Spinner > Yarn Script. Name it whatever you like - "GhostyLads" will do - and place it in the same folder as the Yarn Project.
By default, a new Yarn Script begins with a single empty node with the name of the file. Open the file, rename the node to Start and put a single line of test dialogue.
Returning to Unity, pressing the Play ▶️ button results in the test line being displayed in front of the graveyard scene. Pressing Continue will make the UI disappear, as it has reached the end of the script.
It's time to plan a story. In the scene there are four characters—Ghost, LeftGrave (Louise), CenterGrave (Carol), and RightGrave (Ruby)—and the intent of this game is for the player to be able to interact with them in virtually any order to complete the objectives of the game. This game format typically accompanies stories where the player must piece together information from smaller tidbits given to them when they speak to different characters.
For example: neither Witness A nor B knew who stole the cookie from the kitchen, however:
Witness A knew the cookie was taken in the morning.
Witness B knew that Suspects A and B entered the kitchen in the morning and afternoon, respectively.
Together, their clues show that Suspect A must have eaten the cookie.
So, when the game begins, Ghost will present some mystery. Once a brief context-establishing conversation ends, the player will be free to select which character to speak to next. Speaking to each of the Grave characters will present a clue, provided the required prerequisite clues are known. At any time, the player can present their collated clues to Ghost. If their clues are complete, Ghost will tell them they solved the mystery and the game will end.
This short story provides a looping circuit through four paths, and results in the player reaching the ending after an undetermined number of conversations (though there is a hypothetical minimum, there is no maximum). A railroad diagram representation of the story would look as follows:
So it's time for the actual writing part. Here, I've opened my new Yarn Script in Visual Studio Code with the Yarn Spinner Extension installed as per the Installation Instructions. I've written a minimal script that follows the planned story, as a skeleton that can be expanded on later.
In this script, selecting the correct conversation option when speaking to each character will yield a new clue. However, the correct option is only available if the player has the required prerequisite clues. So no matter the order the player speaks to the graves, they must acquire clues in the order A then B then C.
The most notable part about this script is that there are no jump statements in the file at all; each node is completely disconnected from the rest. Instead, we will be requesting and jumping to specific nodes manually from within Unity.
You can find this example script below to copy. Or if you want to make you own version and need a refresher on how to represent it in Yarn, refer to the Syntax and File Structure guide.
Once you've got a basic story, pop back into Unity and check the basics:
Note that at this point, there is no way to progress beyond the intro conversation with Ghost. All other nodes cannot be reached with the code we have written so far.
In this game, the player should be able to select an NPC in the scene and have it trigger their repsective conversation. This requires a few things:
Code to begin dialogue from a specific node when a character object is interacted with.
Code to disable scene interaction when any character is already speaking.
Code to disable character interaction when a specific character should not be interactable.
In Assets > Scripts there is a C# script that has code to do these things (see headers below), so we just need to connect it to the appropriate places. But first, let's step through what it does.
Add the YarnInteractable script to each character in the game: Ghost, LeftGrave, CenterGrave, and RightGrave. Make sure to set their respective conversationStartNode
values in the Inspector to match what they are called in the Yarn script.
First up is the code for beginning a conversation. This requires running dialogue from a specific node when a character is interacted with. Running dialogue is a simple matter of telling the DialogueRunner to begin dialogue and passing the name of the node to begin from as a string.
To run this when a character is interacted with, simple override the OnMouseDown()
function that exists for every GameObject (which this class inherits from). Checking the IsDialogueRunning
property of the DialogueRunner is a simple way to ignore interaction whenever starting dialogue would interrupt an existing conversation.
This handles beginning a conversation, but what if other changes are needed while a character is speaking? Well, having a function that is triggered when a conversation ends would allow properties to be set in StartConversation
that can then be reversed once dialogue has ended.
In a typical game, several changes would be triggered when beginning or ending dialogue, such as changing UI mode and starting and stopping a speaking animation on the relevant character or similar. So it's sensible to have bookend functions that hold all this code, even if we won't be doing anything useful with EndConversation()
until later.
To trigger a function when a conversation ends, a listener can be added to the DialogueRunner that will fire a specified function when a certain event occurs. The onDialogueComplete
event happens whenever the runner reaches the end of its current conversation path.
Next, let's define the function it will call. A key consideration here is that every object using this YarnInteractable script will be notified of dialogue completion every time it happens. Each one is registering a listener, and each will have its own EndConversation()
function be called.
So to save some work, we can check whether this is the instance that should care about the event. This can be done just by setting a boolean when the conversation begins, that says this is the character that is currently speaking.
Returning to Unity, press the ▶️ button and see that this now allows a new conversation to be triggered by interacting with any character after another has finished speaking.
At this point, this may seem done, but there is a critical issue here. Looking back at the earlier goals:
Why that third thing? Well, because the current state of the game allows the player to:
Speak to the Ghost to begin the story.
Ask the Graves about the mystery.
Speak to the Ghost once they have collected the necessary clues.
Have Ghost tell them they ✨ solved the mystery ✨ and say goodbye.
Go back and still ask the Graves about the mystery that is already solved(?!)
So there needs to be a way to tell a specific character "no, you are done, don't speak to the player any more". This can be done with a simple Yarn Command.
In YarnInteractable.cs there is a simple function that sets a flag that the OnMouseDown()
function checks when deciding whether to start a conversation. Turning this into a command simple requires adding the Yarn Command decorator above the function, with the string that will become the command keyword in any yarn scripts.
If you're using Unity 2021.1 or earlier, once you've made this change to your code, open the Window menu and choose Yarn Spinner -> Update Yarn Commands to update the code that makes this command available to your Yarn scripts.
Back in the Yarn script, call disable
once for each character when the story ends, to save the player from going back and having a confusion conversation about an already-solved mystery.
And that's it for the dialogue behaviours! Back in Unity, characters should speak when interacted with—but not when it would interrupt another, or when the story has ended.
Now that all the behaviours are working and the skeleton story plays through correctly, it's time to replace the skeleton placeholder script with the full story and add some polish. Delete the Yarn Script that you created earlier, and find the GhostyLads_FinalVersion.yarn file in the Assets > Dialogue folder. Move it into the same folder as the Yarn Project.
Next, let's add an indicator so the player more easily knows which character is currently speaking.
Because I am not an animator, I have used only static objects as characters in this demo game. To indicate who is speaking, I will be using a simple spotlight that turns on and off above the speaker. I will not be taking questions at this time.—Mars, 2022.
In the scene, each grave object also contains a green spotlight which is currently assigned to a variable called lightIndicatorObject
in YarnInteractable.cs, so a snippet of code in each of theStartConversation()
and EndConversation()
functions can quickly turn it on and off for the relevant character.
Now, a light should turn on above any grave who is currently speaking.
A playable whodunnit-like game with multiple characters that can be spoken to in any order to solve a mystery from partial clues available.
An easy way to spice this up is to just try replacing provided assets with ones of your own choosing. There are plenty of publically available asset packs with permissive licenses to play with, and re-theming a starter game and building from there can be easier than starting from scratch.
You could add more characters, or even design a more complex conversation structure that must be navigated to solve the mystery! Yarn Spinner is great at telling complex non-linear stories where player choices matter.
Learn how to use the Six-Segment Dialogue Wheel, from the Dialogue Wheel for Yarn Spinner Add-On Package.
The Six-Segment Dialogue Wheel provides a dialogue wheel with a light sci-fi appearance, and can display up to six responses for your dialogue. You can specify exactly which segment of the wheel each response is located.
To use the Six-Segment Dialogue Wheel make sure your Unity project has the Yarn Spinner package installed, and the install the Dialogue Wheel for Yarn Spinner package.
Then, create a new Dialogue Runner in your Hierarchy:
If prompted, click the Install TMP Essentials button to install TeshMesh Pro (TMP).
Make a folder to store your Narrative in the Project pane (ours is named Narrative
), and then inside that folder, create a new Yarn Project asset:
Similarly, also in the Narrative
folder, create a new Yarn Script to use:
Name both the Yarn Project and the Yarn Script something appropriate. Open the Yarn script to write your story. Then save the Yarn script and return to Unity.
We've provided an initial sample story here, if you want to test things out.
Back in Unity, choose the Dialogue Runner that you added to the Hierarchy, right-click it and choose Prefab -> Unpack.
Unpacking the Dialogue Runner prefab is exactly the same as creating your own empty GameObject and then adding Dialogue Runner and In Memory Variable Storage components to it.
This will allow you to modify the contents of the (former) prefab, in order to add the Six-Segment Dialogue Wheel as a Dialogue View.
With the Dialogue Runner selected in the Hierarchy, drag the Yarn Project that you created from the Project pane into the Yarn Project slot in the Dialogue System's Inspector:
Next, locate the Six-Segment Dialogue Wheel prefab, supplied with this add-on, and drag it from the Project pane, so it's below the Canvas in the Hierarchy:
Right-click on the Options List View in the Hierarchy, and choose Delete. You won't need that view, as you'll be displaying a wheel instead of a list.
To make the Dialogue System aware of the Six-Segment Dialogue Wheel, select it (the Dialogue System) in the Hierarchy, and drag the Six-Segment Dialogue View from the Hierarchy into the Element 1 slot of the Dialogue Views section in the Inspector:
If you save your scene and run it, your Six-Segment Dialogue Wheel should now be working!
You can specify which position on the wheel your dialogue appears using tags in your Yarn scripts. Specifically, you can add tags to each set of options to specify where in the wheel the option should be placed.
For example, the following Yarn script:
Results in this:
If you select the Six-Segment Dialogue Wheel Prefab in the Hierarchy (under Dialogue System), you can look to the Inspector to customise these tags, among other options:
You can also use the Yarn Command <<set-opt>>
before each group of options in your Yarn scripts to specify how many options (limited to a maximum of three on either side) should appear in each column (left or right).
For example, the following Yarn Script:
Will result in this:
If you use set-opt
to specify more options than the six-segment wheel can handle (i.e. a maximum of 3 options on each side), things may not work as expected
Review the provided Six-Segment Dialogue Wheel Example for more information, or check out the guide on Using Auto-Layout Dialogue Wheel.
In addition to Yarn Spinner's own built-in localisation system, your game can also use the Unity Localization package.
Both the Unity Localization and Built-In Localisation approaches are very similar to one another, but there are some caveats and extra steps to make them play together.
The Built-In Localisation system is simpler, but has fewer features.
In this document, we'll refer to the 'Localization' package that Unity provides as 'Unity Localization', to reduce the chance of confusion.
Watch a video where Yarn Spinner developer Jon Manning walks you through using Yarn Spinner with Unity's Localisation package:
Before doing anything with Yarn Spinner, you will need to set up your Unity project to use the Unity Localization system. To install and set up Unity Localization, follow the instructions on the Unity Localization package's documentation.
Once you have followed these instructions, your project should now:
Have the Unity Localization package installed
Created and configured one or more Locales for your project
Created a string table collection.
When localising your game's dialogue using Yarn Spinner, we recommend creating a separate string table collection for your dialogue, set apart from other localised content like button labels. It can make it a little easier to manage.
With these done you should now have your project set up correctly, and have a string table collection for your locales with no entries inside. Yarn Spinner will fill this string table with content that it extracts from your Yarn Scripts.
To fill a string table with content from a Yarn project, follow these steps:
Select the Yarn Project, and go to its Inspector.
Enable the Use Unity Localisation System setting.
Set the Base Language
to your desired language. This must be ensure its one of the locales that you have configured for your project.
In the String Table Collection
field, add the String Table Collection that you want to populate with line content.
Click Apply.
You can check that the string table has been filled with content by opening the Window menu, and choosing Asset Management -> Localization Tables. You can then view the contents of your string table. The Key of each string will be the #line
ID from the Yarn files.
When the Yarn Project importer adds your lines into the string table, it uses the Base language field you set in the Inspector to determine which locale in your String Table Collection should have the lines added into.
If your project doesn't have a Locale which matches your Base Language, Yarn Spinner will attempt to find an appropriate Locale to use. To ensure that the importer uses the correct Locale, be sure to specify it in the Inspector.
When a Yarn script is run, the Dialogue Runner receives line IDs from the Yarn Project, and must determine what localised content should be shown to the player, using a line provider. In order for the Dialogue Runner to fetch localised data from the Unity string table, you use a Unity Localised Line Provider.
The Dialogue Runner's Inspector will tell you when you need to use a Unity Localised Line Provider. You can click the button it provides to quickly add and configure one. You can also set one up manually, using the Add Component menu.
To configure it, all that needs to be done is hook your string table collection up to the Strings field of the Unity Localised Line Provider.
During gameplay, the Unity Localised Line Provider will fetch content from your string table depending on the game's current locale setting. You can control this at run-time by using the locale selector at the top-right corner of your Game View.
In addition to localising the strings that make up your lines, you can also localise assets that go with each line, such as voice-over audio, or custom objects that store other localised data.
To localise assets in Unity Localisation, you create and populate an Asset Table. Yarn Spinner doesn't automatically populate Asset Tables for you like it does String Tables, because Yarn Spinner doesn't manage your assets like it does with your lines.
Instead, you can create an Asset Table that contains assets with the same key as your lines. For example, if you have a line in your Yarn script that has the line ID "line:tom-1
", then the string table will have an entry with the key line:tom-1
. To create a voice-over asset to go with this line, you can create an asset table that also contains an entry with the key line:tom-1
, and maps to an audio file.
The Unity Localised Line Provider will automatically match String Table entries and Asset Table entries if they have the same key, and then deliver them to your Dialogue Views for use. To do this, ensure that your Unity Localised Line Provider has an Asset Table configured in the Inspector.
As each node is entered the Unity Localisation Line Provider will begin loading all the required assets for every line and option in that node, and when you leave a node all assets are then released. We have found that as a default this works very well, but in some circumstances you will want more control over this. The most common reason for this is to preload multiple nodes worth of assets at once. This is supported but has a few steps and quirks to be wary of.
First you will need to get a list of all the node names for which you want to preload the assets. Once you have this you can use the GetLineIDsForNodes
method on the Yarn Project to get a list of the line IDs for every line and option in the nodes. Next you will need to disable the automatic asset clearing on the line provider, you do this by setting the AutomaticallyUnloadUnusedLineAssets
boolean to be false. With this done you can now use the PrepareForLines method to start the assets loading, and once that is finished your multiple nodes worth of assets have all been loaded.
Now the downside to this is because we can't know which assets you are finished with you will need to manually tell the line provider when to release the assets. You do this by calling ClearLoadedAssets
which will release all loaded assets. It's important to note that calling ClearLoadedAssets
will clear every loaded asset, so doing this while nodes are still being read will result in unusual behaviour.
Because both Yarn Spinner and Unity use the same marker for their string interpolation and manipulation ({
and }
), you can't use the Unity Localization smart strings in Yarn Spinner content.
Dialogue Wheel for Yarn Spinner ships with two example scenes, showcasing the flexibiltiy of the Dialogue Wheel.
This example shows off the Automatic-Layout Dialogue Wheel, with an ever-increasing number of options being displayed. Once you've installed the package, find this example in Dialogue Wheel for Yarn Spinner/Examples/Automatic Layout Example
.
This example shows the Six-Segment Dialogue Wheel in action, with a very simple third-person sci-fi game. Once you've installed the package, find this example in Dialogue Wheel for Yarn Spinner/Examples/Six-Segment Example
.
Learn how to use the Automatic-Layout Dialogue Wheel, from the Dialogue Wheel for Yarn Spinner Add-On Package.
The Automatic-Layout Dialogue Wheel provides a dialogue wheel with a simple graphical appearance, and can—theoretically—support as many options as you'd like, automatically adjusting to display them.
To use the Automatic-Layout Dialogue Wheel make sure your Unity project has the Yarn Spinner package installed, and the install the Dialogue Wheel for Yarn Spinner package.
Then, create a new Dialogue Runner in your Hierarchy:
Then, in the Project pane, create a new Yarn Project asset:
And create a new Yarn Script to use:
Name both the Yarn Project, and the Yarn Script, something appropriate:
Open the Yarn script to write your story. Then save the Yarn script and return to Unity.
We've provided an initial sample story here, if you want to test things out.
Back in Unity, choose the Dialogue Runner that you added to the Hierarchy, right-click it and choose Prefab -> Unpack. This will allow you to modify the contents of the (former) prefab, in order to add the Automatic-Layout Dialogue Wheel as a Dialogue View.
With the Dialogue Runner selected in the Hierarchy, drag the Yarn Project that you created from the Project pane into the Yarn Project slot in the Dialogue System's Inspector:
Next, locate the Automatic-Layout Dialogue Wheel prefab, supplied with this add-on, and drag it from the Project pane, so it's below the Canvas in the Hierarchy:
Right-click on the Options List View in the Hierarchy, and choose Delete. You won't need that view, as you'll be displaying a wheel, instead of a list. To make the Dialogue System aware of the Automatic-Layout Dialogue Wheel, select it (the Dialogue System) in the Hierarchy, and drag the Automatic-Layout Dialogue View from the Hierarchy into the Element 1 slot of the Dialogue Views section in the Inspector:
If you save your scene and run it, your Automatic-Layout Dialogue Wheel should now be working!
To customise the supplied wheel, select the Wheel Graphic in the Hierarchy:
And look to the Inspector:
Here, on the Wheel Graphic component, you can customise a variety of things, such as the material, color, inner radius, and density of the wheel. For example, if you set the Density field to 6, as we did above, your wheel will become a hexagon:
To customise the way each option is displayed around the wheel, select the Automatict Wheel Option View under Automatic-Layout Dialogue Wheel prefab:
And look to the Inspector:
You can tweak some of the fields here to customise the options that are displayed around the wheel. Specifically, you might want to customise the following.
On the Automatic Wheel Option View:
Normal Color — the color of each option that's not currently highlighted or disabled
Disabled Color — the color of each option that's displayed, but cannot be chosen
Highlighted Color — the color of the option that's currently selected (but not yet chosen)
Text/Graphic Highlight Mode — whether each option is immediately highlighted when it's selected, or whether they crossfade between
Crossfade Duration — the duration of the crossfade, if crossfading
On the Wheel Option Graphic:
Material — the Material used for circle graphic displayed near each option
Width — the size of the circle graphic displayed near each option
For example, if you wanted to highlight selected options in green, and crossfade between them, you could set the following:
Which would result in something like this:
And that's everything you need to know to use the Automatic-Layout Dialogue Wheel! Review the Dialogue Wheel Examples for more.
When writing Yarn scripts, variables come in handy for storing state and user preferences that can persist and impact story dialogue or choices later on. When using Yarn Spinner for Unity, variables from Yarn scripts can be accessed in C# code by using the provided InMemoryVariableStorage
, which acts as a simple dictionary to store variable names with their current values.
This looks something like this:
This allows Yarn types String
, Number
and Boolean
to be stored in memory, and then accessed by this wrapper class that converts them to the C# equivalents string
, float
and bool
, ready for use in your code.
InMemoryVariableStorage
is flexible and extensible, and has utilities for things such as initialising with default variables declared, or serialising to and from JSON. But what if you want to add very custom behaviour to how variables are stored? To keep values somewhere other than in memory, or add side effects to certain operations in a way that wouldn’t work by just extending this default variable storage? Well, you can define your own.
Like other parts of the Unity API for Yarn Spinner, Variable Storage is made possible with the use of abstract classes. Abstract classes in C# work a little bit like interfaces or protocols in other languages, in that they define a class that cannot be instantiated but can be used to make others. In this way, an abstract class is like a set of constraints for some hypothetical subclass you will define later: it can declare certain methods which your subclass must implement for it to work, and it can contain implementations or values of its own which act as defaults that you may or may not choose to override.
In Yarn Spinner for Unity, VariableStorageBehaviour
is an abstract class that can be inherited from. It specifies the methods which Yarn Spinner may call at runtime, which are expected to be dealt with in your implementation:
TryGetValue(string variableName, out T result)
Look to see if variableName
exists and can be cast to the given type and, if so, return its value.
SetValue(string variableName, string stringValue)
Store the value stringValue
and somehow attribute it with the key variableName
.
SetValue(string variableName, float floatValue)
Store the value floatValue
and somehow attribute it with the key variableName
.
SetValue(string variableName, bool boolValue)
Store the value boolValue
and somehow attribute it with the key variableName
.
Clear()
Remove, release or otherwise un-attribute all previously set variable names, such that calling TryGetValue()
without first calling SetValue()
with the same key would now fail.
Contains(string variableName)
Return whether a particular variableName
exists as a key in the storage at this moment.
Now, Yarn Spinner does not care how your custom VariableStorageBehaviour
works beyond that. It simply assumes that you are doing something sensible, and that your subclass will provide the functionality it expects. Some of those expectations cannot be constrained in code, like the required method declarations can, so there is a level of trust here that you (as the implementer of this black box subclass which Yarn Spinner has never seen) will:
Actually store values somewhere. Your code will still compile if your SetValue()
methods are empty or otherwise throw away the values they are given, but this will mean your TryGetValue()
methods will never be able to work.
Actually get the right value for the given key. Your code will still compile if your TryGetValue()
methods return random values from the aether, but this will make your use of these variables in your Yarn script effectively nonsensical. Likewise if you allow setting of multiple values with the same key.
Actually get rid of values when asked to. Your code will still compile if your Clear()
method does nothing, but this means that Yarn script progress or state may never be reset correctly.
Actually check if a key already exists. Your code will still compile if your Contains()
method always returns false, but this will lead to overwriting existing values the next time someone tries to SetValue()
a seemingly unused key that already had a value.
So let’s assume you are not some chaos demon and you actually want to make a Variable Storage that works the way the Yarn Spinner runtime expects, so that you get variables that actually work. You need:
A way to store values of the given types, each associated with a unique key.
A way to get those values back, as the expected type.
A way to get rid of all the previously stored values.
If you were a masochist, you could write a class whose SetValue()
method printed out the given key and value on a piece of paper, Contains()
and TryGetValue()
methods that took a snapshot with a camera placed above the printer and read the values back, and a Clear()
method that pushed the paper from the printer tray into a shredder. Yarn Spinner would not care, because it would still do those three things (though probably unreliably, and with some storage limitations).
Some more typical examples of things that gamemakers have wanted their variable storage to do are:
Instead of storing variables in memory in a dictionary, store them on disk or in a database.
Instead of just setting values in the Variable Storage when asked, also update some corresponding variables on the C# side or call a UnityEvent to notify other components that a value has changed.
Instead of simply getting and setting values, run them via some sanitation or transformation, or even interface with an external API.
So let’s break down how you would go about implementing one of those more sensible ideas...
In this example, let’s replace the default Variable Storage implementation with one that stores values in a SQL database. The example code shown makes use of the sqlite-net library—an open source .Net API for SQL—for the creation of a database and tables, but uses vanilla SQL query strings in place of the convenience bindings which are specific to that library.
SQL is a domain-specific language and set of related frameworks that allow the creation and manipulation of relational databases. This will not be a guide to SQL, as there are many good ones already out there, but the TL;DR of SQL is: data is stored in tables, each column has a name and a type, each row is an entry, and some entries may reference entries in other tables that hold related information. SQL queries can be used to connect information from across tables, to get the fields of information you want.
To begin, we need to make a custom class for our new Variable Storage, which should inherit from the VariableStorageBehavour
abstract class.
If you are following along, your IDE will probably complain at this point, because this empty class does not fulfil the requirements defined by the abstract superclass. To conform, we need at least the six methods listed earlier.
So let’s have a think about how each of these would need to work, given a backing of SQL. We need to be able to insert values into tables, check if a value exists in tables with the given key, return the corresponding value for a given key, and remove all entries from tables.
But first, before any values can be set, the database needs to already exist. Set up like this conventionally occurs in the Start()
method:
Next, to create the tables we need to store values in, we need to declare a class that represents a single entry. Its class name will becomes the table name by default, and its field names and types will become the column names and types. Because each column can only hold one type, we’ll need one table for each type.
These classes would look something like this:
The column that will be used to reference or fetch values—and is thus required to be unique within that table—is specified by the [PrimaryKey]
decorator.
Then, to create an empty table in the database, we can call the database connector’s CreateTable()
method with the class we want to represent.
Those familiar with SQL may notice that these tables do not reference each other and thus this is not an ideal use case for SQL. But this is a minimal example for a method that would be more effectively used in larger games with more complex schemas for their data storage or persistence.
Now we can begin filling out our empty method declarations. Beginning with the easiest, Clear()
is just a matter of telling each table in the database to remove all its entries. The query for this is DELETE * FROM TableName
, where the *
means all entries. Executing a query on the database is as simple as calling Execute()
on the database connector with a string parameter of the desired query.
Now to the fiddliest method, TryGetValue()
is the method that needs to figure out whether a value exists for the given key and, if so, return it as the correct type. This requires a little bit of C# generics.
First we need to do some switching of which table we need to look for the value in:
Then, within each, we should look for that key within the corresponding table. To return only the value from any row that matches our variable name we specify Select ColumnName FROM TableName WHERE (conditions to match)
.
To make sure the compiler knows what T
is at compile time, results must be cast to object
and then back to T
(thanks, C#!).
Next, before we can begin inserting values into tables, we first want to make sure a value doesn’t already exist for that key in another table. We can do this by creating a utility method that uses a lookup query to check if a value exists with that key in a specific table. This can take advantage of our TryGetValue()
implementation:
...which can then also be used as the basis for our Contains()
method, by checking them all:
This utility method then also comes in handy when defining the SetValue()
methods, which would each look something like this:
In production, you should always validate and sanitise input before inserting it into SQL, in case our string value itself contains invalid syntax or partial SQL commands. Otherwise, you may leave yourself open to SQL injection attacks.
And lo! We should now have a fully functioning SQL-backed custom Variable Storage for Yarn Spinner. Simply replace the Variable Storage component on the DialogueRunner
game object in your scene to put your custom implementation to work.
As far as Yarn Spinner is concerned, this should behave exactly as the provided InMemoryVariableStorage
does at runtime, even though the entire storage model and behaviour has changed.
Using this simple method of overriding methods in the inbuilt VariableStorageBehaviour
abstract class, you can make a custom Variable Storage backed by virtually anything to suit your needs!
Check out the documentation on Variable Storage or ask the community in the Yarn Spinner Discord Server!
Learn how to get started with Yarn Spinner in Unreal Engine 5.
Welcome to Yarn Spinner for Unreal! In this tutorial, you'll build a third-person game in which the player can walk around and talk to characters.
Yarn Spinner for Unreal is available on GitHub.
Yarn Spinner for Unreal is in beta.
Yarn Spinner for Unreal is currently at a beta stage of development, and there are a number of important caveats to know.
Windows support only. Additional platforms will be added in future versions.
In-memory variable storage only. Variables can be stored and retrieved, but they are not currently stored on disk.
Limited function support.
The following functions are supported: visited
, visited_count
, string
, number
, bool
.
String-only command dispatch. Dispatching commands to functions is not implemented; however, when a command is run, the Dialogue Runner emits an OnRunCommand
event that contains the command name and an array of its parameters.
Yarn Project importing takes longer than desired. When you import a Yarn Project asset, it may take several seconds for the process to complete, during which time the Editor will not be responsive.
String tables may incorrectly cache in the Editor. When you import a Yarn Project, the string table will be populated with its contents. If you make changes to the Yarn files and re-import the Yarn Project, the string table contents will update, but the editor may still hold the cached values from the earlier version, resulting in incorrect lines being displayed. As a workaround for this issue, play the game in Standalone mode. Quitting and relaunching the Editor will also reset this cache.
This tutorial assumes the following things:
You already know how to use Unreal Engine 5.3.
If you don't, Epic Games have a very large collection of excellent introductory tutorials.
You already know how to use Yarn Spinner.
If you don't, we suggest following our Beginner's Guide.
Create a new Third Person game project.
Create a Blueprint project.
Include the Starter Content.
Hit the play button and use WASD to run around, and spacebar to jump. Press escape when you're done.
Yarn Spinner for Unreal supports C++ projects as well, but for this tutorial, we'll use Blueprints.
Close the Unreal Editor.
Open your project's folder in Explorer.
Create a new folder called "Plugins".
Clone the Yarn Spinner for Unreal repo into the Plugins folder you just created.
Open the project again.
Unreal Editor will say that the modules YarnSpinner and YarnSpinnerEditor are missing, and ask if you'd like to rebuild them. Choose Yes.
Wait for the editor to launch.
Unzip the demo assets into a folder on your computer.
Drag and drop the assets into the DemoDialogue folder.
You may see a message from Unreal saying that .yarn
files are unsupported. This is expected, and doesn't indicate a problem - the .yarnproject
asset is what we'll be working with.
Open the File menu, and choose Save All.
We'll set up the scene so that there's a character you can walk up to and talk to.
Interactable
ComponentIn the Content Drawer, go to the DemoBlueprints folder you created earlier.
Right click inside the folder, and create a new Blueprint Class.
Make it a subclass of Actor Component, and name it AC_Interactable
.
Open the newly created blueprint.
Add a new variable called Yarn Node, of type Name. Make it Instance Editable.
Compile, save, and close the blueprint.
Open the Content Drawer, and navigate to Characters / Mannequins / Meshes.
Drag SKM_Manny into the scene.
Place it in front of the Player Start, and rotate it to face the Player Start.
Select it, and in the Details pane, set the Anim Class to ABP_Manny.
The character will now be playing an idle animation.
In the Details pane, click Add, and search for the AC_Interactable
component you added earlier.
Add it to the actor.
Set the Yarn Node to 'Gary'.
Next, select the character's SkeletalMeshComponent, and add a Capsule Collision.
Update the Capsule's Transform:
Set the Location to (0, 0, 96).
Update the Capsule's Shape:
Set the Capsule Half Height to 96.
Set the Capsule Radius to 48.
In the Content Drawer, open ThirdPerson / Input / Actions.
Right click, and choose Input -> Input Action.
Name the new action IA_Interact
.
Go to the ThirdPerson / Input folder, and open the IMC_Default asset.
In the Mappings section, click the plus button to add a new mapping.
In the drop-down menu that appears, select the IA_Interact asset you just created.
Expand the binding, and click the Keyboard button that appears.
Press the E
key, and the action will be bound to the E key on your keyboard.
Close the window, and save all files.
In the Content Drawer, open ThirdPerson / Blueprints.
Open the BP_ThirdPersonCharacter blueprint.
In the Viewport, find the Capsule Component in the Components tab.
Click the Add button, and choose Sphere Collision.
Name the newly added component InteractionSphere
.
In the details pane, set up the sphere:
Set Transform -> Location to (80, 0, 20).
At the bottom of the Details pane, in the Events section, create events for On Component Begin Overlap and On Component End Overlap.
Add a new variable. Name it CurrentInteractable
, and set its type to 'AC Interactable'.
Add another new variable. Name it DialogueRunner
, and set its type to DialogueRunner
. Make it Instance Editable.
In the Event Graph, right click and search for IA_Interact.
Add the IA_Interact action to the graph.
Update the Event Graph to find and store the Dialogue Runner in the scene. Add the following nodes to the end of the existing BeginPlay event:
Update the event graph to set and clear the CurrentInteractable variable when the player approaches an Interactable component:
Next, update the event graph to start the dialogue when the Interact key is pressed.
You'll need to click the disclosure arrow at the bottom of the IA Interact event to reveal the Started pin.
Finally, compile, save and close the blueprint.
In the Content Drawer, open DemoBlueprints.
Right click and create a new Blueprint Class.
Expand the 'All Classes' dropdown, and search for Dialogue Runner. Select Object -> Actor -> Dialogue Runner.
Name the new blueprint BP_GameDialogueRunner
.
Drag the blueprint into the scene.
In the Content Drawer, open DemoDialogue.
Select the Dialogue Runner you just added to the scene.
Drag the DemoProject Yarn Project into the dialogue runner's Yarn Project field.
We can now quickly test the game to make sure that interaction is working, and that Yarn Spinner can access your dialogue.
Click the Play button, and walk up to the interactable character.
Press the E key to talk to them. No lines will appear, but if you open the Output Log and scroll up, you'll see lines like this:
This tells us that the line is sucessfully running, but we're not doing anything with it yet.
When Yarn Spinner imports the Yarn Project, it reads all of the lines in that project's Yarn files, and adds them to your game's localisation string tables. It also looks for assets for the each line, like voice-over audio clips. When a Dialogue Runner runs a line, you can access the localised line text, as well as any localised lines.
In the content that you imported earlier, the lines are written in English, and each line has an audio clip containing English voice-over. We'll set up the Dialogue Runner so that when a line is run, the voice-over plays. When the voice-over is finished, the dialogue runner will proceed to the next piece of content.
Open the BP_GameDialogueRunner blueprint.
Click Open Full Blueprint Editor.
Right click the Event Graph and choose Add Event -> Dialogue Runner -> Event On Run Line.
Add the following nodes to the event:
We'll also add an event to handle options. This will start empty, but we'll add to it.
Compile, save, and close the blueprint.
Play the game.
Walk up to the character, and press the E key.
You'll hear the voice-over for the lines.
Next, we'll set up option selection. Because choosing an option requires some kind of user input, we'll need to build a way for the user to choose one of the available options.
In this tutorial, we'll create buttons on screen for each option, and let the user click one of them to choose the option.
In the Content Drawer, go to DemoBlueprints.
Right click and choose User Interface -> Widget Blueprint.
Click User Widget.
Name the new blueprint WBP_OptionButton
Double click it to open.
Go to the Graph view.
Add a new variable.
Set its name to Option, and set its type to Option.
In the Details pane, turn on Instance Editable, and Expose on Spawn.
Go to the Designer view.
Drag a new Button into the Canvas.
It will be huge, but that's ok - its size will be controlled by the option list.
Drag a new Text Block into the Button.
Name the Text Block 'Label'.
In the Details panel, turn on Is Variable for the Text Block.
Find the Content -> Text field, and open the Bind dropdown.
Choose Option -> Line -> Display Text.
Select the Button.
In the Details panel, find the On Clicked event, and click the plus button.
Add a new Event Dispatcher.
Name it On Option Selected.
Add a new Input to the event dispatcher.
Set its name to Option, and its type to Option.
Drag the On Option Selected event dispatcher into the Event Graph, and choose 'Call' from the popup that appears.
Connect the On Clicked event for the button to the On Option Selected call:
Compile, save and close the blueprint.
Next, we'll create the option selector. The option selector will take an array of Option objects, and create Option Button widgets for each of them. It'll also configure the Option Buttons so that when the user clicks on a button, the corresponding dialogue option will be selected. It'll also make the Player Controller change to UI mode when the options are present, so that moving the mouse towards the buttons doesn't rotate the camera.
In the Content Drawer, go to DemoBlueprints.
Right click and choose User Interface -> Widget Blueprint.
Click User Widget.
Name the new blueprint WBP_OptionSelector
Double click it to open.
Go to the Designer view.
Drag a Scroll Box into the canvas.
In the Details panel, turn on Is Variable.
Rename the variable to 'ScrollBox'.
Go to the Graph view.
Add a new variable.
Call it PlayerController, and set its type to PlayerController.
Next, we'll create the event that runs when an option has been selected.
Add a new Custom Event:
Right click the Event Graph.
Search for Add Custom Event, and add it to the Event Graph.
Name the new Custom Event OptionSelected
.
Add an Input to the new event named Option, with the type Option.
Set up the event:
Compile the blueprint before continuing!
If you don't, you won't be able to connect the buttons you're about to create to the OptionSelected event.
Right click the Event Graph, and create a new Custom Event called ClearButtons
.
Set up the event:
Right click the Event Graph, and create a new Custom Event called CreateOptionButtons.
Add an Input to the new event named Options, with the type Array of Option.
Set up the event:
Right click the Event Graph, and create a new Custom Event called ShowOptions
.
Add an Input to the new event named Options, with the type Array of Option.
Add an Input to the new event named PlayerController, with the type PlayerController.
Set up the event:
Finally, right click the Event Graph, and add a Construct event (if one is not already present).
Set up the event:
Compile, save and close the blueprint.
Open the BP_GameDialogueRunner blueprint.
Add a new variable.
Name it OptionSelector
, and make its type WBP_OptionSelector
.
Right click the Event Graph, and add a BeginPlay
event, if one isn't already present.
Set up the event:
Delete the On Run Options event you created earlier, and replace it with a new one.
Set up the event:
Compile, save and close the blueprint.
Play the game.
Walk up to the character, and press the E key to talk to them.
When the conversation reaches the options, buttons will appear.
Click on one of them to advance the conversation.
Learn about Line View, a Dialogue View that displays a single line of dialogue on a Canvas.
Line View is a Dialogue View that displays a single line of dialogue with a set of components parented to a Godot Control. When the Dialogue Runner encounters a line in your Yarn Script, the Line View will display it, wait for the user to indicate they're done reading it, and then dismiss it.
Line View only displays lines, and doesn't display options. You can use an additional Dialogue View to handle these, like an Options List View or a custom Dialogue View of your own.
If a line contains a character's name at the start, Line View can be configured to show the name in a separate text view to the line text itself. If the Character Name Text property is connected to a RichTextLabel, then the character's name will appear in this object.
If you don't attach a RichTextLabel to the Character Name Text property, you can choose to either show the character name as part of the line (that is, in the Line Text view), or don't show it all.
Line View can be configured to use visual effects when presenting lines.
You can choose to have the Line View fade in when a line appears, and fade out when the line is dismissed.
You can choose to have the text of the line appear, one letter at a time, with a "typewriter" effect.
The Dialogue Runner will automatically proceed to the next piece of content once all dialogue views have reported that they've finished with a line.
If the 'Auto Advance' option on a Line View is turned on, then the Line View will signal that it's done with a line as soon as all visual effects have finished.
If 'Auto Advance' is turned off, then the Line View will not signal that it's done when the effects have finished, and the line's delivery will stop. To make the Line View finish up, you can call the UserRequestedViewAdvancement method, which tells the Line View that the user wants to proceed. The built-in Dialogue System scene comes set up with a 'Continue' button that calls this method. You can also call this method from code.
View Control Path
This Control node will be made visible when the Line View is displaying a line, and invisible when not displaying a line.
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Auto Advance
If this is turned on, the Line View will finish presenting the line, and then wait. This is useful for games where the user has control over the timing of lines of dialogue. If this is turned off, the Line View will signal to the Dialogue Runner that it's done showing the line once all animations are complete.
Hold Time
If Auto Advance is turned on, the Line View will wait this many seconds after all animations are complete before signalling that it's done showing the line. This option is only available when Auto Advance is turned on.
Line Text Path
A RichTextLabel node that the text of the line will be displayed in.
Use Fade Effect
If this is turned on, the Line View will fade the opacity of the Canvas Group from 0% to 100% opacity when lines appear, and fade back to 0% when lines are dismissed.
Fade In Time
The duration of the Fade effect when fading a new line in, in seconds. If this is zero, the line will appear immediately.
Fade Out Time
The duration of the Fade effect when fading a line out, in seconds. If this is zero, the line will disappear immediately.
Use Typewriter Effect
If this is turned on, the text of the line will appear one character at a time. This will take place after the Fade effect, if enabled.
On Character Typed
A signal that's emitted every time the Typewriter effect displays new text.
Typewriter Effect Speed
The number of characters per second to display when performing a Typewrite effect. Larger values means that text will appear faster.
Character Name Text
A RichTextLabel node that will display the name of the character currently speaking the line.
Show Character Name In Line View
If this is turned on, lines that contain a character's name will display the name in the Line Text section. If it is turned off, character names will not be shown at all. This option is only available when Character Name Text is empty.
Continue Button
A Control that will be made visible when the line has finished appearing. This is intended to be used for controlling the appearance of a button that the user can interact with to continue to the next line.
Learn about Yarn scripts, which are the assets that contain the dialogue you write.
A Yarn script is a text file containing your dialogue.
Yarn scripts need to be part of a Yarn Project in order to be used in your game.
To create a new Yarn script in Godot, follow these steps:
Open the Project menu, and choose Tools > YarnSpinner -> Yarn Script.
Choose a directory and filename for the new Yarn script in the dialog that appears.
The new file that you've just created will contain a single node, which has the same name as the file.
Creating a Yarn Script in Godot is exactly the same as creating a .yarn
file externally (i.e. in macOS Finder or Windows Explorer), and dragging it into the directory of your Godot project.
You can edit .yarn scripts with the text editor of your choice. To open your editor from within Godot, ensure that you have associated .yarn files on your computer with your desired editor. Then, right click a .yarn script in the Filesystem panel and click Edit in External Program. When you save your changes and return to Godot, it will be re-compiled.
You can learn about our recommended editor, Visual Studio Code with the official Yarn Spinner Extension at: https://github.com/YarnSpinnerTool/YSDocs/blob/main/docs/getting-started/editing-with-vs-code/README.md.
Learn about Yarn Projects, which group your scripts together for use in a Dialogue Runner.
A Yarn Project is a file that links multiple Yarn scripts together. Yarn projects are how Dialogue Runners work with your content.
To create a new Yarn Project, follow these steps:
Open the Project menu, and choose Tools -> YarnSpinner -> Yarn Project.
Godot will open a dialogue where you can choose the directory your Yarn Project will be saved, and its filename. Choose a name and directory, and press the Save button.
On their own, a Yarn Project doesn't do anything. In order to be useful, you need to add Yarn scripts to it.
Yarn Projects include all Yarn Scripts that the project finds in the Source Files directory. By default, that means all Yarn Scripts in the same directory as the Yarn Project, and all of that directory's children.
When you add a Yarn Script to the same folder as a Yarn Project, it will automatically be included in the Yarn Project. When you make changes to the script, the Yarn Project will automatically be re-imported.
You can change the locations that a Yarn Project looks for Yarn Scripts by modifying the Source Files setting. Each entry in the Source Files setting is a search pattern.
*
any filename
"*.yarn
" will find "One.yarn" and "Two.yarn".
**/*
any path, including subdirectories
"**/*.yarn
" will find "One.yarn" and "Subfolder/Two.yarn".
..
the parent folder
"../*.yarn
" will find "One.yarn" in the parent folder.
You can add as many entries to the Source Files field as you like. If a file is matched by multiple patterns, it will only be included once.
A Yarn script can be included in more than one Yarn Project.
When you write a Yarn script, you write it in a specific human language. This is referred to as the 'base' language of the script. It's called the base language because it's the one you start with, and the one you translate into other languages.
Unless you change it to something else, Yarn Spinner will set the base language to your computer's current locale.
You can set the base language of a Yarn Project in the Inspector by changing the Base Language setting.
If you want to translate your scripts into another language, you add a new locale code to your Yarn Project. To learn about this process, see Adding Localizations.
Yarn Projects are used by Dialogue Runners. When a Dialogue Runner is told to start running dialogue, it reads it from the Yarn Project it's been provided.
If you try to start a Dialogue Runner and it doesn't have a Yarn Project, or the Yarn Project doesn't have any Yarn scripts, or if any of the Yarn scripts contain an error, the Dialogue Runner won't be able to run.
Re-Compile Scripts in Project
Manually trigger all of your .yarn scripts to be compiled.
Add Line Tags to Scripts
Update Localizations
When you click this button, all .csv
strings files that are configured in the Localization CSVs list will be updated with any lines that have been added, modified or deleted since the strings file was created.
Source Scripts
The list of places that this Yarn Project looks for Yarn Scripts.
Base Language
Localization CSVs
Export Strings and Metadata as CSV
Learn about the Dialogue Runner, which runs the contents of your Yarn Scripts and delivers lines, options and commands to your game.
The Dialogue Runner is the bridge between the dialogue that you've written in your Yarn scripts and the other components of your game. It's a component that's responsible for loading, running and managing the contents of a Yarn Project, and for delivering the content of your Yarn scripts to the other parts of your game, such as your user interface.
Setting up a Dialogue Runner is the first step in adding dialogue to your game. To use a Dialogue Runner, you add the DialogueRunner script to a node in your scene, connect it to Dialogue Views, and provide it with a Yarn Project to run.
When you want to start running the dialogue in your game, you call the Dialogue Runner's StartDialogue method. When you do this, the Dialogue Runner will begin delivering lines, options and commands to its Dialogue Views.
The Dialogue Runner is designed to work with other components of Yarn Spinner for Godot:
The contents of your dialogue are delivered to your Dialogue Views.
The values of variables are stored and retrieved using the Dialogue Runner's Variable Storage.
The content that users should see - that is, the text in their current language, voice over clips, and other assets - are retrieved using the Dialogue Runner's Line Provider.
The bare-bones minimum that a Dialogue Runner needs in order to work is a Yarn Project and at least one Dialogue View. If you don't set up a Variable Storage or a Line Provider, the Dialogue Runner will use temporary placeholders.
Yarn Project
Variable Storage
Line Provider
Dialogue Views
Start Automatically
If this is turned on, the Dialogue Runner will start running the node named Start Node when the scene starts. If this is not turned on, you will need to call StartDialogue to start running.
Start Node
If Start Automatically is turned on, the Dialogue Runner will start running this node when the scene starts. (If your Yarn Project does not contain a node with this name, an error will be reported.)
Run Selected Options as Lines
If this is turned on, when the user chooses an option, the Dialogue Runner will run the selected option as if it were a Line.
Verbose Logging
If this is turned on, the Dialogue Runner will log information about the state of each line to the Console as it's run.
onNodeStart
A signal that's emitted when the Dialogue Runner begins running a new node. This may be fired multiple times during a dialogue run.
onNodeComplete
A signal that's emitted when the Dialogue Runner reaches the end of a node. This may be fired multiple times during a dialogue run.
onDialogueComplete
A signal that's emitted when the Dialogue Runner stops running dialogue.
onCommand
A signal that's emitted when a Command is encountered. This will only be called if no other part of the system has already handled the command, such as command handlers registered via YarnCommand or AddCommandHandler.
Learn how to create Dialogue Views that are designed for the specific needs of your game.
While the Line View and Options List View are useful for lots of situations, your game might need to display lines and options in specific ways. In these situations, you can write your own custom Dialogue View, and handle the presentation of lines and options in ways that are entirely in your control.
To create a Dialogue View, you write a script that implements the DialogueViewBase
interface, and add your script to a node in your scene. You can then add this node to the Dialogue Views list on your scene's Dialogue Runner.
On its own, an empty script implementing the DialogueViewBase
interface will not do anything useful. To make it display lines and options, you'll need to implement certain methods.
Yarn Spinner scripts deal in three different kinds of content: lines, options, and commands. Of these, only the first two - lines and options - are content that need to be shown directly to the player.
When the Dialogue Runner encounters lines or options, it first needs to determine the specific content the user needs to see. Once it has this, it sends the content to each of its Dialogue Views.
Your scene can have multiple Dialogue Views, and they can all do different things. It can be useful to create, for example, a Dialogue View that handles lines, and a separate Dialogue View that handles options.
When displaying a collection of options, each individual option has its own LocalizedLine
.
Once a LocalizedLine
has been created, the Dialogue Runner has everything that it needs to show content to the user. The next steps vary depending on whether it's showing a line or an option.
In Dialogue Views, a line is presented when the user has received the entire line, and is ready to move on to the next line. The practical outcome of what this means depends on the Dialogue View itself; for example, a Dialogue View that plays voice-over audio might finish presenting when all of the audio has played, while a Dialogue View that gradually reveals the text of a line might finish presenting when all of the text is visible.
The Dialogue Runner will wait until all Dialogue Views report that they've finished presenting the line. Once this happens, it moves on to the next part of the dialogue.
If you're making a game where you want the dialogue to pause until the user takes an action to proceed, your Dialogue View can pause the dialogue by not calling the completion handler until it receives the signal. Because the Dialogue Runner will wait until all Dialogue Views report that they're done, the dialogue will wait until your view tells it to continue.
At any point during a line's presentation, a Dialogue View can interrupt the line. It does this by calling the requestInterrupt
method, which is a delegate that's set by its controlling Dialogue Runner. When this method is called, all Dialogue Views that have not yet finished their presentation receive a call to their InterruptLine
method.
InterruptLine
is very similar to RunLine
, in that it receives a line to present and a completion handler to call when the presentation is complete. However, while RunLine
is expected to present the line at its own pace, InterruptLine
is a signal to finish the presentation as quickly as possible.
As before, the actual details of this depend on the Line View. To continue the examples from before, a Dialogue View that plays voice-over audio might fade out the audio over a short period of time, or even cut off playback immediately; a Dialogue View that's gradually revealing text might reveal the remaining text all at once, or rapidly reveal the remaining text.
When a Dialogue View receives a call to InterruptLine
, it should not call the completion handler that it received from the call to RunLine
. Calls to interrupt a line supersede calls to run a line.
Any Dialogue View may request that a line be interrupted. If multiple Dialogue Views request it, only the first request does anything.
When the last Dialogue View reports that its presentation is complete, either because RunLine
finished its presentation, or because InterruptLine
was called and it quickly finished its presentation, it needs to tell the dialogue views to get rid of the line, and potentially prepare for more content.
The Dialogue Runner does this by calling DismissLine
on all Dialogue Views. As with RunLine
and InterruptLine
before it, DismissLine
receives a completion handler to call when it has finished dismissing the line.
As before, the details of how a line is dismissed vary with what the Dialogue View actually does. A Dialogue View that plays voice-over audio may not need to do anything to dismiss a line, because the playback has already finished; a Dialogue View that shows line text on screen might need to hide the text, possibly with an animation.
When the last Dialogue View reports that it has finished dismissing its line, the Dialogue Runner continues running the script.
Options are slightly different to lines, in that they rely on receiving some kind of user input before the dialogue can continue: the Dialogue Runner needs to know which option was selected.
To handle options, Dialogue Views implement the RunOptions
method. This method receives an array of DialogueOption
objects, each of which represents an option that can be shown to the user, as well as a completion handler.
When this method is called, the Dialogue View uses the information contained within the DialogueOption
objects to present the choices to the player, and then awaits user input. Once it knows which option was selected, it calls the completion handler, passing in the DialogueOptionID
of the selected option.
When the Dialogue Runner delivers options to its Dialogue Views, it expects exactly one of them to call the completion handler that RunOptions
receives.
If none of them call it, then the Dialogue Runner will never receive the option that was selected (and will wait for it forever.)
If more than one of them call it, the Dialogue Runner will throw an error.
(In most situations, you will generally only have one Dialogue View in your scene that handles options. If you have more than one, then you will need to control which one of them will call their completion handler.)
Dialogue Runners can use multiple Dialogue Views. This is actually recommended, because it makes it easier to separate the code for handling lines, from that of running options.
All of the methods in DialogueViewBase
are optional. If you don't implement a method, then the default implementation of that method is used instead; the default implementation either does nothing, or as close to nothing as it can while still working. For example, the default implementation of RunLine
immediately signals that presentation is complete.
To create a Dialogue View that shows lines, implement RunLine
, InterruptLine
and DismissLine
.
To create a Dialogue View that shows options, implement RunOptions
.
To create a Dialogue View that supports both, implement all four.
During gameplay, your user may wish to indicate that they want to advance the dialogue: that is, they want to proceed to the next line, or they want the current line to be presented more quickly.
To handle this case, implementers of DialogueViewBase
may implement the method UserRequestedViewAdvancement
, which can be called by other parts of the game.
In most cases, it is generally appropriate for implementations of UserRequestedViewAdvancement
to call the requestInterrupt
method, which tells the Dialogue Runner to interrupt the line (across all views) and to proceed to the next one. However, a Dialogue View may choose to perform other actions that deliver the line more quickly.
For example, in several text-based RPG games, dialogue is delivered as a text box, one letter at a time; when it's all delivered, the user can press the A button (to choose an arbitrary example) to proceed.
If, however, you press the A button while the text is still appearing, all of the text appears all at once (as though we'd jumped ahead).
Alternatively, if you pressed the B button while the text was still appearing, the line would be skipped, the dialogue would move to the next line.
UserRequestedViewAdvancement
can be called by any part of your code.
Yarn Spinner will automatically add certain tags to lines. For example, the #lastline
tag is automatically added to any line that's immediately followed by options, which allows your dialogue view to change its behaviour when options are about to appear.
Two example scenes are provided with Yarn Spinner for Godot: addons/YarnSpinner-Godot/Scenes/DefaultDialogueSystem.tscn
and addons/YarnSpinner-Godot/Scenes/RoundedDialogueSystem.tscn
.
Many projects ultimately end up needing to write their own custom dialogue view scripts to achieve the desired level of control over line and option presentation, but when first starting to integrate Yarn Spinner with your Godot game, it can be useful to start with the provided example views and modify their appearance and layout. These .tscn
files provide a pre-configured LineView, DialogueRunner, and OptionsListView.
To create your modified version, start by navigating to the .tscn
file that you would like to base your views on in addons/YarnSpinner-Godot/Scenes/
. In this example, we'll use the RoundedDialogueSystem. Right click RoundedDialogueSystem.tscn and select the option "Move/Duplicate to...". Choose the directory in your project that you would like to save your dialogue system to, then click the 'Copy' button.
Be careful not to select the 'Move' button on this step. If you do accidentally move the file instead of copying it, you can move it back by following the same process, selecting addons/YarnSpinner-Godot/Scenes/
as the destination directory.
You now have a duplicate of the original .tscn
file. You can rename it to anything you like. Double click your duplicated file to edit it.
Before modifying any styles in your copy of the dialogue system, make sure to right click the StyleBox resource and select 'Make Unique' or 'Save As...'. If you select 'Save As...', chose a directory outside of the addons/ directory to save your modified style. If you don't do this step, any modifications that you make to the styles will be saved to the .tres files in Yarn Spinner for Godot's directory, meaning you will lose these changes the next time you update the plugin.
Keep an eye on the addons/YarnSpinner-Godot directory as you customize your view using version control to ensure the .tres and .tscn files are not being modified.
You can now edit the Controls in your new scene to arrange and style them to your liking. The Controls that your scene contains, such as Panels, RichTextLabels, VBoxContainers, and others, are built-in Godot UI components, so you use the same techniques that you would for any other Godot UI component to re-style them. One way to customize the appearance of your scene is by adding or modifying StyleBox resources on the various components (visible in the inspector for each node under Theme Overrides > Styles). You can also modify the anchor points of the Controls to change their position relative to the screen's edges and center.
It's recommended to become familiar with the fundamentals of working with Godot UI components before attempting to customize your dialogue system.
Every game's data storage requirements are different. For this reason, Yarn Spinner is designed to make it straightforward to create your own custom component for managing how Yarn scripts store and load variables in ways that work with the other parts of your game.
Custom Variable Storage components are subclasses of the abstract class VariableStorageBehaviour
. To implement your own, you need to implement the following methods:
If you're new to Yarn Spinner, or want a refresher on getting started or navigating the documentation, then this is the place to be.
Yarn Spinner is a in—Yarn Spinner Scripts—and tools edit that language, to display, and use your Yarn Spinner Scripts in game engines, like Unity, and tools to translate, localise, and connect voice over to your stories.
Brand new to Yarn Spinner?
Know what you're looking for?
We'd love to hear about your game, and show it off when we talk about awesome Yarn Spinner-powered games.
Credit Yarn Spinner by following our simple guide.
.csproj
for your project.If enabled, matched pairs of the characters '<' and >
will be replaced by [
and ]
respectively, so that you can leverage Godot's RichTextLabel's . If you need a more advanced or nuanced way to use BBCode in your yarn scripts, it's recommended to implement your own custom dialogue view.
When you click this button, any line of dialogue in the Source Scripts list that doesn't have a #line:
tag will have one added. See for more information.
See for more information.
The for the language that the Yarn Scripts are written in.
A mapping of to CSV file paths, for storing localized content for your dialogue.
When you click this button, all of the lines in the Yarn Scripts that this project uses will be written to a .csv
file, which can be translated to other languages. A CSV file listing any metadata associated with each line will also be generated alongside the strings CSV file. See for more information.
The that this Dialogue Runner is running.
The to store and retrieve variable data from. If you do not set this, the Dialogue Runner will create an for you at runtime.
The to use to get user-facing content for each line. If you do not set this, the Dialogue Runner will create a for you at runtime.
The to send lines, options and commands to. Add nodes that have scripts implementing the DialogueViewBase interface to this list in order for them to handle your dialogue lines and options. If a node that is added to this list does not implement DialogueViewBase, it will not function as a view, and an error explaining this will be logged to the output console.
An Option View is an object that the uses when presenting options. When the delivers options to your game, Options List View will create an Option View for each option that could be selected.
To understand how to create a custom Dialogue View, it's useful to understand how the works with content.
Lines and options are represented in compiled Yarn scripts as line IDs. A line ID is a unique identifier for the text of a line or an option. When Yarn Spinner needs to show a line or option to the user, it asks its to provide it with a LocalizedLine
]object. This object contains the text of the line or option, in the user's current locale.
The provided with the plugin creates LocalizedLine
objects for views to display.
When Yarn Spinner encounters a line of dialogue, it calls the RunLine method on each Dialogue View. This method takes two parameters: the first is the LocalizedLine
that the Line Provider created, and the second is a that the Dialogue View should call when the line has finished being presented.
To access the on a line, you use the Metadata
property on the LocalizedLine
objects you receive. It's up to your code to decide what to do with the tags themselves.
For a tutorial on how to build an entirely custom variable storage system, see .
Options List View is a that presents a list of options in a list.
When this view receives options from the Dialogue Runner, it creates an instance of the prefab you specify in the Option View Prefab property, and adds it as a child of the options list view.
Options List View only displays options, and doesn't display lines. You can use an additional Dialogue View to handle these, like a or a custom Dialogue View of your own.
is the friendly tool for writing dialogue in games. It's easy for writers to use, and has powerful features for programmers. Yarn Spinner is has been used in thousands of amazing games, including , , , , , , , , and .
before you start working with Yarn Spinner. It's the best place to keep up to date, get support and advice, and share what you're working on
Label
A RichTextLabel node that will display the text of the line.
Show Character Name
If this is turned on, the Text component will show any character name present in the option. If this is turned off, the character name will not be included.
Canvas Group
The Canvas Group that the Options List View will control. The Canvas Group will be made active when the Options List View is displaying options, and inactive when not displaying options.
Option View Prefab
A packed scene containing an Option View. The Options List View will create an instance of this packed scene for each option that needs to be displayed.
Last Line Text
A RichTextLabel node that will display the text of the last line that appeared before options appeared. If this is not set, or no line has run before options are shown, then this property will not be used.
Fade Time
The time, in seconds, that the Options List View will take to fade in. If this is zero, the Options List View will appear immediately.
Show Unavailable Options
If this is turned on, then any options whose line condition has failed will still appear to the user, but they won't be selectable. If this is off, then these options will not appear at all.
Pallete
An optional MarkupPallete resource. Used to represent a collection of marker names and colours.
Line Providers are components that are responsible for taking the Line
objects that the Dialogue Runner produces, and fetches the appropriate localized content for that line. Line Providers produce LocalizedLine
objects, which are sent to the Dialogue Runner's Dialogue Views.
When a Yarn script runs, the Dialogue Runner produces Line objects. These objects contain information about the line, but not the text of the line itself. This is because it's the responsibility of the game to load the user-facing parts of the line, including the text of the line in the player's current language setting, as well as any other assets that may be needed to present the line (such as audio files for voiceover.)
Yarn Spinner for Godot comes with a built-in Text Line Provider which that fetches the text of a line, given a language to use.
If you don't set up a Line Provider for a Dialogue Runner, it will automatically create a Text Line Provider, and configure it to use the user's current language.
Text Language Code
The for the language that the Text Line Provider should use to fetch localized text for.
Story Solver
Yarn Spinner for Godot
Yarn Spinner for Unreal
.yarn
files..yarn
file to edit.///
comment syntax to describe a variable.<<declare>>
to declare a boolean.boolean
like an integer
..yarn
files using the Live Share extension and VIsual Studio Code.yarn
files.yarn
files together.addons
directory in a local copy of Yarn Spinner for Godot.addons
directory in.Learn about once statements, which let you specify content that only runs once.
In Yarn Spinner 3, you can use a once
statement to run content only one time. When the script reaches a once
statement, it checks to see if it’s run before. If it has, it skips over it! Magic.
once
statements are great for making sure that the player never sees certain content more than once. For example, you might want a character to never introduce themselves to the player twice.
There are two main ways you can use a once
statement, which we'll explore below.
<<once>>
and <<endonce>>
:You can also use an <<else>>
clause within the <<once>>
statement, which will be run if the relevant <<once>>
content has already been seen:
You can also add an if
to the once
to run content a single time, but only when a certain condition is true. In all other cases, it will be skipped (or the else
content will be run, if there is any):
<<once>>
to a line, or options:If you add once
(or once if
) to a line, that line will only appear once, and will be skipped over every other time it’s encountered:
Similarly, if you add it to an option, that option will only be selectable once, and will be marked as unavailable after it’s been selected.
once
statements are really useful when you want to show long, detailed content the first time it’s encountered, but you don’t want to show it every time. This means that players don’t need to mash the ‘skip line’ button over and over when they realise that they’re starting to see a long run of lines they’ve already seen:
once
statements keep the information about whether they’ve been run or not in a variable that’s stored in your Dialogue Runner’s Variable Storage, just like any other variable. The variable isn’t directly accessible from your Yarn scripts.
This version of the documentation (docs.yarnspinner.dev/next) is for the current beta version of Yarn Spinner 3 (Beta 1). For Yarn Spinner 2.x, visit https://docs.yarnspinner.dev
Learn how to use the Speech Bubbles, from the Speech Bubbles for Yarn Spinner Add-On Package.
The Speech Bubbles Add-On provides a flexible speech bubble system with a variety of possible customisations. Here, you'll learn how to implement it in a Unity project by looking at a super simple side-scrolling game.
To use Speech Bubbles for Yarn Spinner, you'll need to create a new Unity project and install he Yarn Spinner package, and then install the Speech Bubbles for Yarn Spinner package.
For this guide, we'll assume you've made a simple 2D side-scrolling environment, much like this:
Our environment is nothing more than some sprites (from the GameObject menu -> 2D Object -> Sprites)—a Square, resized to be the floor, and two capsules—and a simple player movement script.
With a project ready, install the Speech Bubbles for Yarn Spinner package, and install TextMesh Pro (TMP) if prompted. You'll also need to install the Unity Input System Package.
You can find the Unity Input System Package in the Unity Package Manager, found in the Window menu -> Package Manager. For further guidance, visit the Unity documentation.
Add an empty GameObject to your Hierarchy, and name it Dialogue System
. Use the Add Component button in the Inspector to add a Dialogue Runner component and a In Memory Variable Storage component to it:
Then, in the Hierarchy, add a Canva as a child object, as well as a new empty GameObject named Bubble View
. Select the Bubble View
and use the Add Component button in its Inspector to add a Bubble Dialogue View component:
Next, make a new Yarn project in the Assets pane, give it a Yarn Script, and add the new project to the Dialogue Runner in the Inspector.
Our demonstration here uses the following .yarn
script:
Make sure the Start Node in the Dialogue System's Inspector is set to Start
, and that Start Automatically is chosen.
Next, expand the Dialogue Views section of the Dialogue System's Inspector, set the number of Diloague Views to 1
, and drag the BubbleView GameObject from the Hierarchy (it should be a child of the Dialogue System) into the slot:
Our simple 2D side-scrolling environment has two characters in it: a Player Character, and a Orange NPC. In this case, we want things that the player can choose from to come out of bubbles attached to the Player Character, and we want the NPCs responses to come out of the NPC.
To allow this to happen, we must specify the position that the bubbles will be anchored to, for each character. To do this for the Orange NPC, select them in the Hierarchy, and add an empty GameObject as a child. Name it Bubble Anchor:
Select the BubbleAnchor in the Hierarchy, and position it above the character, wherever you want the bubble to be anchored:
Next, create a new Basic Character Bubble Data asset, in the Project pane:
Name the new asset Bubble Data, or similar. Select it, and use the Inspector to set the Text Color to black. Then, select the Character in the Hierarchy and use its Inspector's Add Component button to add a Character Bubble Anchor component:
Use the Inspector on the Orange NPC to set the Character Name (ours is called "Orange"), drag the Bubble Anchor child object from Hierarchy to the Bubble Position slot, and drag the Bubble Data asset from the Project pane to the Character Bubble Data slot:
Add a Bubble Anchor child object to the Player Character as well, and position it appropriately. Then, use the Add Component button in the Player Character's Inspector to add three components: a Character Bubble Anchor component, a Sample Bubble Option Input component, and a Player Input component.
Set the Character Name to something appropriate (in the case of the Player Character, "Player" is a good idea), assign the Player Character's Bubble Anchor to the Bubble Position slot, and assign the same Bubble Data asset you used for the Orange NPC to the Character Bubble Data slot:
To allow the input to be controlled by the player, create an Input Actions Asset, name it Dialogue Actions, and double-click it to bring up Action Editor. Use the Action Editor to create an Action Map for Dialogue, and then add an Action called ActionDialogue
, and bind it to something appropriate (such as the Space key):
You can learn more about Input Actions in the Unity documentation.
Expand the new asset in the Project pane so you can see the specific action that you just made:
In the Sample Bubble Option Input component, assign the Advance Dialogue action to the Advance Dialogue Action slot (by dragging it from the expanded Input Actions Asset in the Project pane), and drag the Bubble View from the Dialogue System (in the Hiearachy) into the Bubble Dialogue View slot:
The Sample Bubble Option Input script comes with Speech Bubbles for Yarn Spinner. You can find it inSpeech Bubbles for Yarn Spinner/Examples/Shared Example Resources
. The script gives you basic input handling to allow the player to select and change options for their dialogue. It's not intended to be used or even subclassed, and is solely provided for samples and examples. In a game, your game's input system should handle this.
In the Player Input component, drag the overall Dialogue Actions asset from the Project pane into the Actions slot, and drag your camera from the Hierarchy into the Camera slot, and set the Behavior dropdown to Invoke C Sharp Events:
The Player Input component needs to have its behavior setting changed to Invoke C Sharp Events because Yarn Spinner uses C# Events, rather than Unity's own event system.
The Player Input component is part of Unity's Input System. You can learn more about it in the Unity documentation.
With that, you can play your project and see the Speech Bubbles in action:
Next check our provided Speech Bubble Examples.
"Getting Additional Control Over The Dialogue or: How I Learned To Stop Worrying And Build My Own Custom Dialogue Runner Class"
This page describes advanced usage of Yarn Spinner. Unless you really need total control over how Yarn Spinner works in your Unity project, we recommend using the built-in Dialogue Runner class rather than creating your own.
If you really do need total control, read on!
While for the most part we think the best way to use Yarn Spinner is to use the components provided and replace and supplement them as needed there are going to be times when you need more control over the dialogue itself. In these cases you will need to directly interface with the dialogue and to build your own dialogue runner. This will give you full control over the dialogue and let you control the timing and triggering of important events.
By the end of this guide we are going to have recreated the same scene and code as can be found in the Minimal Viable Dialogue sample.
Before we can really start building our own dialogue system we need to take a bit of a look at what Yarn Spinner does and how it works currently. The starting point for Yarn Spinner is the Yarn dialogue files themselves, once you have your Yarn files written and ready is where Yarn Spinner takes over. These files get associated together into a Yarn Project, this project reads through and compiles the Yarn files into three pieces:
strings tables
metadata table
binary program
The strings table is a CSV that holds all the text of the Yarn, the actual written dialogue. This isn't strictly necessary and could be stored in other parts of the output of the compilation but by having it separate it allows for easier localisation and proofing. The metadata table is similar, it is also a CSV table that holds all the metadata or hashtags each line of dialogue has. This metadata is used for a variety of reasons and changes on a game-by-game basis, as with the strings table this could be embedded in other elements but by having it standalone just simplifies certain elements. The binary program is a compiled representation of the Yarn as a series of op codes as simulated on a stack machine. The binary program is the actual thing that Yarn Spinner will use to move through your dialogue, jump between nodes, create flow control, everything. Once the program has been compiled Yarn Spinner doesn't even look at the Yarn files.
These three pieces each have their own parts in what gets delivered to your game. The strings and metadata tables are used by the Line Providers to create the LocalizedLines your views use, and the compiled program is used by the Dialogue class and the Dialogue Runner, in conjunction with the variable storage, to determine the story flow.
What this means is if we are making our own runner we can still use some of the existing pieces, especially the line providers, the variable storage, and the compiler itself. Now while you could make your own interface into this compiled output from scratch, unless you are porting Yarn Spinner over to an entirely different technology stack you'd be better off using the interface into it that the existing runner uses, the Dialogue class. So that is what we will be doing in this guide.
This isn't a deep dive into how the specifics of Yarn Spinner works there is one part that does need to be covered, and that is how lines work. When you write some lines in your Yarn like the following:
You have two lines (identified by their ids ab12c
and 34de5
) that inside the strings table (simplified for this example) will be something like the following:
ab12c
Oh hi there
34de5
Hey
The compiled output of the yarn has no understanding or knowledge of the text itself, it just knows that it will at some point run a line with the id of ab12c
and then after another line with the id of 34de5
. So to get the actual text this is where the line providers come in, they read the strings table and then return the actual text so that other parts of the game can use it. Even then there are further stages, substitutions need to occur and markup needs to be parsed, but the core is a line of text as far as the Yarn Spinner compiler is concerned is an id and nothing more, other pieces make it actual text. We do it this way for two main reasons, localisation and code bloat. If the text of the line was stored in the compiled program either we'd need to also store every localised variant also or have some other system to let the dialogue runner know that "no actually I know you have the line with some text but ignore it and use this text instead, thanks". Both of these approaches just makes the compiled output much much bigger and complicates the flow of the program, hence why we split them out.
The first thing before we make any new code is to decide how our custom dialogue runner is going to be different from the built-in one, for if its just the same why bother making it? The question now comes "what will our runner do that is different?" The current runner works by sending Dialogue Views information when important events occur and then relying on completion callbacks to control the flow. Every view gets told about important events and once every view has run their completion callback the runner continues. This means all timing is the responsibility of the views and that might be less than ideal for your needs, so lets change that in our runner. Let's make it so that all timing is solely the responsibility of the runner, and it won't give two hoots about what any other part of the game is doing, if its told to advance it will advance. With our goal set lets lay the basis of our scene.
If you have not already done so import Yarn Spinner
Create a new scene in Unity, name it whatever you like
Create a new C# file, name it MinimalDialogueRunner.cs
Open it and add the following:
These are the basic bits we will need for our runner, in particular the Yarn.Dialogue
is of most interest to us as it is how we will interface to the compiled version of the Yarn narrative.
Yarn can be thought of as an event driven story language, you start the story by going to a particular node in the story, then you advance through the story. Every time you reach a line of dialogue you show it (somehow), and then advance onto the next piece. When you hit a command you handle it (somehow), and then advance. When you hit a set of options you get the users input on which option to go with (somehow), and then advance. Eventually you finish that node and either end the story there or jump into a new node and start the process all over again. This gives us our main events we need to handle, lets stub them out now, add the following methods to our new runner:
Hopefully these are understandable enough from their names, but the public ones are intended to allow us as the game developer control the flow, and the private ones are for the runner itself to make use of before letting other parts of the game know what has happened. In general inside each of these methods we are going to be doing some setup and configuration so that when we let other parts of the game know everything is in a manner they can consume without too much work. Now there are two more events that aren't really events but should be handled, we need to let the line provider know to expect lines and we need to have a means of querying what nodes exist in the project, so we should add them now.
Next step is to work out how to let the rest of the game know when important events have happened. While there are lots of ways we could do this, we will do this through the UnityEvent
system. We are going with Unity Events because they are super easy to create, you hook them up via the editor (which is nice), and their limitations won't bother us for this sample. We'll need six different events with various parameters so let's make them now:
Each of these basically maps to a specific method we defined above and can be thought of as the public facing side of those methods. Ok now its time to draw the rest of the owl!
Here we will be making the implementation of the methods we defined above and dispatching the events from inside of them, let's get cracking.
Replace the StartDialogue
and StopDialogue
methods with the following:
These methods are very minimal in what they do, they set some flags for state and otherwise just let the dialogue object itself know things have changed.
Replace the HandleOptions
method with the following:
In this method we do a few more steps, we go through each option in the option set and configure them so that other parts of our game can make use of them. We do this by first getting the line inside of the option from our line provider and then we do any necessary substitution of variables inside of the line, and then finally we parse any markup inside of the line. With that done the line is ready, we then make a new DialogueOption
with that line and other relevant option info, in particular the availability and ID of the option, and then add that to an array. Once we have run this process on every option in the set of options we fire off the event with the array of our configured options for the rest of the game to use.
Replace the HandleCommand
method with the following:
When it comes to commands there are two parts, if the command is wait
we will handle it, otherwise we send it off for other parts of the game to deal with. In this method we split the command up into its constituent parts, we use an existing method to do this so that situations like <<unlock "room seven">>
are split up into the elements of unlock
and room seven
, although we could do this ourselves if we want. Once that is done we check if the command is a wait command and if it is we run a coroutine to wait for the duration, otherwise we fire off our command event to let the rest of the game worry about the command.
Replace the HandleLine
method with the following:
Much like with the options, here we are getting a line from our line provider, performing any substitution, parsing markup and then sending it off. Unlike the options however we only have to do this once as lines come in one at a time.
Finally now we do the three simple events, HandleNodeStarted
, HandleNodeEnded
, HandleDialogueComplete
:
With these done we have now handled all the events that our runner needs to ensure are handled, all that remains is to implement the Continue
and SetSelectedOption
methods. These two will allow us advance the dialogue and choose options, so lets add them now:
Both of these are similar, they both advance the dialogue itself onto the next event and in the case of SetSelectedOption
chooses an option first. With that done we are finished with the events and the flow, now we need to setup the runner and dialogue so that they can actually do something with all these events we just handled.
Everything done so far has been about the handling and dispatching of events and flow we now need to configure the runner and dialogue class so that it can actually do something. First lets configure the various pieces of the runner itself, add the following code:
One method CreateDialogueInstance
we haven't written yet and will get to in a second, but the rest of this is setting up the pieces the runner will need. In particular we make sure we have a variable storage and line provider and that both are ready to be used, everything else happens in CreateDialogueInstance
so lets make that now:
The dialogue class being configured here is structurally very similar to our own runner, we have hooks that are run when important events happen. Its realistically the Dialogue class that does most of the heavy lifting, we are acting as a dispatching and Unity friendly window into the Dialogue. With that finished our custom dialogue runner is done, time to hook it up to something to make it dance.
The existing views Yarn Spinner provides assume that you are using the callback model the runner has, ours no longer does that so they are incompatible. So we will make some new ones, based off the originals but to handle our custom runners approach instead of the original. Before going any further its worth saying we could modify the runner so that it mimics the callback model and we could reuse the existing views, we chose not to do that because it isn't really a great example of taking control over the dialogue if you end up just rebuilding the exact same (or very similar) thing.
We'll get started with the line view first, and to speed things up we are gonna be reusing most of the code from the existing LineView
.
Back inside Unity create a new C# file
Name it MinimalLineView
Add the following code:
Most of the code here is unchanged from the original. The main differences is we are no longer derived from the DialogueViewBase
class but are just normal gameobjects and all the method signatures for handling the dialogue events no longer have a callback method. Now when they have done their stuff they just call Continue
on our runner.
Much like with our line view our options view will also be mostly copy-pasted from the existing OptionListView
class and modified as in. We will still be using the OptionView
class and default prefab just to save time, so this will require a little bit of emulating some callbacks so that works, but won't be too much.
Create a new C# file
Name it MinimalOptionsView
Add the following code:
Again this is almost identical to the original code, just with some tweaks here and there. Of interest is the RunLine
method, when this is hooked up later it will let us get access to the line and we don't have to do anything to advance the dialogue because in the line view that is doing that side of it.
So our views are ready, but we still have a lot of other events we haven't handled and we also don't currently have a way to start the dialogue, let's fix that.
. Make a new C# file . Name it DialogueSupportComponent
. Add the following code:
This class basically just logs every other event, in a more complete scenario you might have to do more but for us just logging is fine. We also have a very crude means of starting the dialogue now, by pressing the Spacebar.
Now for the last little bits and pieces, we need to hook everything up in the scene, to speed things up we are gonna be using the Dialogue System prefab and reworking it to use our components.
Add a Dialogue System Prefab into the scene
Select the prefab in the hierarchy
In the Inspector unpack the prefab
Remove the Dialogue Runner component from the prefab and add in our Minimal Dialogue Runner component in its place
Add a Dialogue Support Component to the prefab
Expand the Prefab, go into the Canvas -> Line View
Remove the Line View component
Add our Minimal Line View component in its place
Hook up the Line Text, Character Name Text, and Continue Button fields to their respective UI elements in the UI
Select the Options List View inside of Canvas -> Options List View
Remove the Options List View
Add our Minimal Options View in its place
Hook up the Last Line Text, and Options View Prefab
Now the UI and components are in their right place time to connect everything into our runner.
Select the Minimal Runner component in the hierarchy
Connect the Command Needs Handling event up to the Dialogue Support Component's HandleCommand
method
Connect the Node Started event up to the Dialogue Support Component's LogNodeStarted
method
Connect the Node Ended event up to the Dialogue Support Component's LogNodeEnded
method
Connect the Dialogue Complete event up to the Dialogue Support Component's LogDialogueComplete
method
Connect the Options Need Presentation event up to the Minimal Options View's RunOptions
method
Connect the Line Needs Presentation event up to the Minimal Options View's and Minimal Line View's RunLine
method
Test link; if you see this, you saw us doing stuff behind the scenes!
Our runner is now fully hooked up, lets give it a go.
Create a new Yarn file
Add some content
Create a Yarn Project
Hook your yarn file up to the project
Hook the project up to the Dialogue Runner
Start the scene
Press the Spacebar
Sit back and enjoy your story powered by your runner
We've done an awful lot in this guide, created new runners and UI to accompany them, and as part of it taken a deeper look into how Yarn Spinner itself works. There is still a lot more to do before you could ever use this runner in an actual production game, for a start it doesn't set up default variables, but this is the basis of a much larger world. Hopefully now if you find yourself wanting a different flow to your architecture or am needing more control over the process of handling your Yarn you will have the tools needed to do it yourself.
This guide is not for beginners: You should be very comfortable with Yarn Spinner and Unity before using this!
Variable Storage components are responsible for storing and retrieving the values of variables in your Yarn scripts. When a Yarn script needs to get the value of a variable, it asks the Variable Storage for it; when a Yarn script sets the value of a variable, the Variable Storage is given the value.
Each game has different requirements for how variables are stored, which means that Yarn Spinner doesn't make any assumptions how the information is actually stored on disk. Instead, you can create your own custom Variable Storage script that implements the methods that Yarn Spinner needs.
If you don't have a game save system, you can use the In-Memory Variable Storage component. This is a simple Variable Storage component that's built into Yarn Spinner.
The In-Memory Variable Storage stores everything in memory; when the game ends, all variables that have been stored are erased.
If you don't connect a Variable Storage to your Dialogue Runner, it will create an In-Memory Variable Storage when the game starts, and use that.
The In-Memory Variable Storage component is a Variable Storage component that stores all variables in memory. These variables are erased when the game stops.
The In-Memory Variable Storage component is intended to be a useful tool for getting started, and to be replaced with a custom variable storage that meets your game's needs.
However, if your game has no need to save and restore game state, then this class can be used in your final game, too.
Debug Text View
A RichTextLabel node that will display a summary of the variables that have been stored in this component. If this is not set, this property will not be used.
You can use this property to display a debug summary of your variables at run-time in your games.
Learn about Markup Palettes, which allow you to make color presets for markup in your dialogue.
Markup Palettes provide a means of lightly theming your lines without requiring any code. The code for Markup Palettes inside of Line view present a good starting point for more advanced customization for your game.
In Godot, Markup Palettes are implemented as a custom C# Resource.
To get started, create a Markup Palette by selecting the menu item Project > Tools > YarnSpinner > Create Markup Palette.
Select a directory and filename to save your Markup Palette to.
Then, find your new palette in the Filesystem panel and double click it to open the inspector.
You can add as many tag names as you want to the palette, and click the color buttons next to each tag to assign the color for the tag. You can remove colors by clicking the X button next to the color button for the tag.
The built-in LineView and OptionsListView both support the use of markup palettes to color your dialogue. To use your markup palette with these views, drag and drop the markup palette resource into the Palette field of the view's inspector.
Then, when you use markup tags in your dialogue that match tags defined in your markup palette, the views will automatically replace your markup tags with BBCode color tags.
To see markup palettes in action, try out the Markup Palette sample in the Yarn Spinner for Godot repository.
This sample highlights:
Using markup palettes to color text
Using markup in dialogue
Learn about Localizing your dialogue for different languages in Godot.
Yarn Spinner Godot provides functionality for running your dialogue in languages other than your base language.
To add a new language to your Yarn Project, open the inspector for the project in godot.
Find the text entry labeled Localization CSVs. Enter the locale code for the language you would like to add, then click the Add button to the right of the text entry.
This will add a new row beneath the text entry that maps the locale code you added to a path where the localization CSV file will be stored. Initially, there will be no value for the path, and the inspector will display (none) next to the new locale.
Click the Browse button next to (none) to browse the file system of your project and enter a directory and file name to save the CSV file to.
Once you have set a path to save your CSV to, from that point on you can click the button labeled "Update Localizations" in your project to create or update the CSV file.
The CSV file follows this format, with fields providing context for each line of dialogue to assist in localization.
By default, the CSV file will be marked as "Keep File (No Import)" in the Import panel of the Godot editor. Make sure to keep this import preset setting, because the CSV format does not match Godot's default localization CSV format due to the additional context columns like original, lineNumber, and file.
To enter the localized content for a line, enter it in the text
column of the row in the CSV for that line and language. Whenever you press the "Update Localizations" button, Yarn Spinner for Godot will generate or update a .translation file in the same directory as the CSV file. These are Godot Translation files.
Make sure any .translation files that you want to use in-game are added to your project settings.
Once you have generated .translation files and added them to your project. You can control which language your dialogue will display in by changing the value of the textLanguageCode
in the TextLineProvider in your dialogue UI. The provided TextLineProvider script uses the Godot Tr()
method to retrieve the localized line text.
If you want to have greater control over which locale code is active, or localize your content by different means and provide that localized text to your DialogueRunner, you can also implement a custom subclass of the LineProviderBehaviour
abstract class rather than using the default TextLineProvider.
You can define your own commands, which allow the scripts you write in Yarn Spinner to control parts of the game that you've built.
In Godot, there are two ways to add new commands to Yarn Spinner: automatically, via the YarnCommand
attribute, or manually, using the DialogueRunner
's AddCommandHandler
method.
If you are using the Yarn Spinner Extension for Visual Studio Code, commands added with the YarnCommand
attribute will automatically be found by the extension. For commands and functions that you add via AddCommandHandler
or AddFunction
, see here for information about exposing your commands and functions to the extension.
YarnCommand
attributeThe YarnCommand
attribute lets you expose methods on a Node
to Yarn Spinner.
When you add the YarnCommand
attribute to a method, you specify what name the command should have in Yarn scripts. You can then use that name as a command.
If the method is not static
, you call it with the name of the node you want the command to run on.
For example, if you have a script called CharacterMovement
that has a method Leap
, you can add a YarnCommand
attribute to it to make it available to your Yarn scripts:
If you save this in a file called CharacterMovement.cs
, create a new node called MyCharacter
, and add the CharacterMovement
script on that node, you can run this code in your Yarn scripts like this:
If the method is static, you call it directly, without providing a node name. For example:
If you save this in a file called FadeCamera.cs
, you can run this code in your Yarn scripts like this:
You can also use methods that take parameters. Yarn Spinner will take the parameters that you provide, and convert them to the appropriate type.
Methods that are used with YarnCommand
may take the following kinds of parameters:
string
Passed directly to the function.
int
float
bool
The strings "true" and "false" are converted to their respective boolean values, true
and false
. Additionally, the name of the parameter is interpreted as true
.
Node
Yarn Spinner will search the scene tree for a node with the given name. If one is found, that node will be passed as the parameter; otherwise, null
will be passed.
You can also add new commands directly to a Dialogue Runner, using the AddCommandHandler
method.
AddCommandHandler
takes two parameters: the name of the command as it should be used in Yarn Spinner, and a method to call when the function is run.
If you want to add a command using AddCommandHandler
that takes parameters, you must list the types of those parameters.
For example, to create a command that makes the main camera look at an object, create a new C# script in Godot with the following code:
Add this script to any node, and it will register the free_node
in the Dialogue Runner you attach.
You can then call this method like this:
We provide two different means of handling commands in Yarn Spinner: the AddCommandHandler
method and the YarnCommand
attribute. Both of these provide effectively the same functionality, and under-the-hood the YarnCommand
attribute is even a wrapper around the AddCommandHandler
call. So if there are two different ways to achieve the same thing when should you use each one?
The YarnCommand
attribute allows you to tag specific methods as being a command, Yarn Spinner will then automatically handle the binding and connection of the command in text to the method call in C#.
AddCommandHandler
method allows you to manually connect a method in C# to a command in Yarn, letting you set the name of the command and which method it connects to, giving you the control over the binding.
Most of the time, we feel that the YarnCommand
attribute is the better option, because it is easier to use, and maps well to how we find most people use commands - that is, calling specific methods on specific Nodes.
This convenience, however, does come at a cost of flexibility, because your YarnCommands
either need to be on static methods, or follow specific calling conventions, which may not be what you need or want.
The YarnCommand
attribute works best in our opinion when your commands are calling into specific Nodes in your scene, which means that it works very well for moving, animating, or changing characters and items in a scene.
For larger gameplay changing moments, such as loading new scenes, moving between dialogue and the rest of your game, or for more global events like saving the game or unlocking an achievement, the AddCommandHandler
method is better.
Async tasks can be commands. If you register a command, either using the YarnCommand
attribute, or the AddCommandHandler
method, and the method you're using it with returns a Task, Yarn Spinner will pause execution of your dialogue when the command is called.
For example, here's how you'd write your own custom implementation of <<wait>>
. (You don't have to do this in your own games, because <<wait>>
is already added for you, but this example shows you how you'd do it yourself.)
This new method can be called like this:
Functions are units of code that Yarn scripts can call to receive a value.
In addition to the built-in functions that come with Yarn Spinner, you can create your own.
To create a function, you use the YarnFunction
attribute, or the AddFunction
method on a Dialogue Runner. These work very similarly to commands, but with two important distinctions:
Functions must return a value.
Functions registered via the YarnFunction
attribute are required to be static
.
For example, here's a custom function that adds two numbers together:
When this code has been added to your project, you can use it in any expression, like an if
statement, or inside a line:
Yarn functions can return the following types of values:
string
int
float
bool
Parsed as an integer using .
Parsed as an integer using .