Narrative Framework for Unity — modular toolkit for visual novels, paragraph games, and branching sims
I’ve been building a designer-first narrative framework in Unity to make branching stories and simulation-driven events fast to ship (without wrestling with spaghetti state). This video is a short walkthrough of the core loop, the editor tools, and how events → choices → outcomes → story arcs fit together.
What you’ll see in the video
Event → Choice → Outcome flow with a clean UI
Designer-friendly editor windows to link events, choices, outcomes and story arcs
Data-driven setup using ScriptableObjects (no scene-bound magic)
Outcome types: set player actor / trigger story arc / modify resources / add or remove flags / tweak narrative variables / trigger event
StoryArc system: time windows, required flags, single or multiple activations, immediate triggers
Save/Load and basic pooling, so the UI stays responsive
Why it’s useful
Branching without chaos: central data model and a consistent flow prevent “if-else hell.”
Designer-first: writers/designers wire content in the editor; engineers extend by adding new outcome types or conditions.
Modular: swap UI, extend the event rules, or add new outcomes without rewriting the core.
Simulation-aware: flags, resources, relationships, and narrative variables drive availability and consequences.
Who it’s for
Solo devs & small teams building visual novels, paragraph-driven games, or hybrid sim/narrative projects.
Unity users who want a practical “one source of truth” for story logic that still plays nicely with your own systems.
Key features (shown or supported)
ScriptableObjects for Events, Choices, Outcomes, StoryArcs
ChoiceEngine / EventSystem / UIManager orchestration
StoryArcManager with day/flag checks and immediate triggers
NarrativeVariableManager (floats & bools) for conditions and outcomes
Outcome library: SetPlayerActor, TriggerStoryArc, ModifyResource, Add/RemoveFlag, TriggerEvent, SetRelationship, Set/Modify narrative variables, AwardAchievement, UnlockFeature
Editor tools: Narrative Linker for Events & Story Arcs (with optional AI helpers to draft text/illustrations)
SaveManager to persist day, flags, resources, variables, relationships, and active arcs
ObjectPooler for snappy UI choice rendering
What’s next
Public demo scene and templates (VN-style, paragraph-style, sim-driven)
Docs & quick-start guides for writers and scripters
Asset Store submission after feedback pass
Want to try it or share feedback?
I’m collecting early feedback from Unity devs. If the structure matches how you like to build narrative systems—or if something feels off—let me know in the comments. I’m especially keen on feature gaps, editor UX friction, and export needs.
Chapters
00:00 Overview & goals
00:25 Data model (Events, Choices, Outcomes)
01:05 Editor workflow: linking and authoring content
02:10 Outcomes in action (SetPlayerActor, resources, flags, variables)
03:15 Story arcs: availability, triggers, activation rules
04:05 Save/Load and runtime flow
04:40 Roadmap & how to get involved
Notes
Unity version: works with modern LTS (URP/HDRP agnostic).
Built to be extended: add custom outcome types, conditions, or UI skins.
AI helpers (optional) can draft short descriptions or placeholder illustrations directly in the editor.
Credits
Design/Code: Narrative Framework for Unity
Music/Footage: In-house demo capture
Keywords
Unity narrative framework, Unity visual novel, branching dialogue, ScriptableObjects, story arcs, flags and variables, interactive fiction, Unity toolkit, event system, choice system, outcome system, indie game tools
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