Common questions and solutions for using Yarn Spinner in Rust using Bevy.
Yarn Spinner doesn't do text rendering, you have to use existing Bevy plugins.
Yarn Spinner doesn't handle text rendering. You'll need a separate wavy text plugin.
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 Rust, use VariableStorage::get()
. To write Yarn variables from Rust, use VariableStorage::set()
Don't forget the $
when writing the variable's name!
You could hack this with static 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 Rust, and not in both.
To save the current node, save the value of DialogueRunner::current_node
somewhere, e.g. to a .ron
file. Then to restore it, call DialogueRunner.start_node()
and pass in the saved node name.
To save variables, fetch them using DialogueRunner.variable_storage()
, then use VariableStorage::variables to read them all and store them again somewhere. Then to load variables, call VariableStorage::extend()
.
For custom save systems, create your own variable storage by implementing VariableStorage
and its methods. Study variable_storage.rs as an example.
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 Rust, just call DialogueRunner.start_node("nodeName")
, 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.
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 StringInfo::metadata
to check for "lastline" and perform the behavior you want.
To display anything in Yarn Spinner, use a Dialogue View plugin.
Create a custom dialogue view with a custom effect based on typewriter.rs
to detect the next text character and pause accordingly.
Write input code to detect clicking / tapping, then call DialogueRunner.start_node()
.
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 pseudocode to make your own:
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.
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.
Please visit the Crediting Yarn Spinner page for more information. Thanks for thinking of us!