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Yarn Spinner and Adventure Creator

edited March 2021 in Technical Q&A

Can I use the program Yarn Spinner with AC?
How do you guys prototype the interactive dialogue?

Comments

  • edited March 2021

    Welcome to the community, @Rob_Robberson.

    Can I use the program Yarn Spinner with AC?

    Yarn Spinner has its own way of parsing its text files in Unity - it seems like this would be best handled alongside AC, rather than having AC try to parse Yarn files itself.

    I have written a page covering how to do this on the Integrations page here:
    https://adventure-creator.fandom.com/wiki/Yarn_Spinner_integration

    How do you guys prototype the interactive dialogue?

    The standard way to prototype dialogue in AC is to use the ActionList Editor, which let's you build your dialogue visually using nodes directly in Unity.

    However, AC is compatible with Dialogue System, which does support the importing of data from popular tools such as ChatMapper, Twine and articy:draft.

  • So I could implement Yarn Spinner in my Unity project and use it alongside AC.
    So I could write the interactive dialogue in Yarn and implement it in the project right?
    I guess I would then use Yarn for all the text right? Or could I use the ActionList Editor alongside Yarn?
    Thx for your help.

  • Maybe someone has experience with Yarn and AC?

  • edited March 2021

    As with any integration, the exact nature of it can be changed to suit the specific needs of your project, but the one I've written for you includes a custom Action that can be used to trigger Yarn nodes within an AC ActionList.

    This allows you to e.g. incorporate Yarn sequences into e.g. AC Hotspot Interactions, and have AC be in "cutscene mode" while they run.

    The other script on the integration page causes Yarn variables to be synced with AC variables - so that their values get recorded in save-game files automatically.

    This will still have Yarn handling the UI display of subtitles, so it wouldn't be a case of AC handling speech, but rather letting Yarn play its own speech while AC enters "cutscene" mode while it does so. I recommend converting Yarn's example scene into an AC scene, and triggering the example Yarn nodes via ActionLists to see how it works.

    It may need a little tweaking to e.g. hide the Yarn UI when AC pauses the game, or animate AC characters while their Yarn equivalents are speaking, but that kind of fine-tuning would depend on what your needs are. If you can elaborate, I can advise further.

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