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Dynamic Story Scripting with the ink Scripting Language

You're reading from   Dynamic Story Scripting with the ink Scripting Language Create dialogue and procedural storytelling systems for Unity projects

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Product type Paperback
Published in Nov 2021
Publisher Packt
ISBN-13 9781801819329
Length 272 pages
Edition 1st Edition
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Author (1):
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Daniel Cox Daniel Cox
Author Profile Icon Daniel Cox
Daniel Cox
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Table of Contents (18) Chapters Close

Preface 1. Section 1: ink Language Basics
2. Chapter 1: Text, Flow, Choices, and Weaves FREE CHAPTER 3. Chapter 2: Knots, Diverts, and Looping Patterns 4. Chapter 3: Sequences, Cycles, and Shuffling Text 5. Chapter 4: Variables, Lists, and Functions 6. Chapter 5: Tunnels and Threads 7. Section 2: ink Unity API
8. Chapter 6: Adding and Working with the ink-Unity Integration Plugin 9. Chapter 7: Unity API – Making Choices and Story Progression 10. Chapter 8: Story API – Accessing ink Variables and Functions 11. Chapter 9: Story API – Observing and Reacting to Story Events 12. Section 3: Narrative Scripting with ink
13. Chapter 10: Dialogue Systems with ink 14. Chapter 11: Quest Tracking and Branching Narratives 15. Chapter 12: Procedural Storytelling with ink 16. Assessments 17. Other Books You May Enjoy

Loading a compiled ink story

In Chapter 6, Adding and Working with the ink-Unity Integration Plugin, we saw how to add new ink files to a Unity project. After importing the plugin, new files can be created using the Create menu from the Project window. When an ink source was added, the plugin automatically created a compiled JSON file. As we now move into working with the ink API provided by the plugin, we will use the created JSON files for working with a story.

The first step for working with code in Unity is to create a GameObject. This is a basic container in Unity. Each GameObject holds at least one component. The different systems in Unity, such as the rendering system (for drawing things on a screen), physics (for detecting whether two things overlap on a screen), and input (for detecting whether a user presses a button) all communicate with these components. When Unity runs a project, it sends data to components matching the system associated with it. For example, to work...

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