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@@ -4,13 +4,13 @@ This Unity package allows you to integrate inkle's [ink narrative scripting lang
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# Overview
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-**Using ink in your game**: Allows running and controlling ink files in Unity via the [C# runtime API](https://github.com/inkle/ink/blob/master/Documentation/RunningYourInk.md).
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-**ink player**: Provides a powerful [Ink Player Window](https://github.com/inkle/ink-unity-integration/blob/master/Documentation/InkPlayerWindow.md) for playing and debugging stories.
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-**Auto compilation**: Instantly creates and updates a JSON story file when a `.ink` is updated.
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-**Inspector tools**: Provides an icon for ink files, and a custom inspector that provides information about a file.
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-**Using ink in your game**: Allows running and controlling ink files in Unity via the [C# runtime API](https://github.com/inkle/ink/blob/master/Documentation/RunningYourInk.md).
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-**ink player**: Provides a powerful [Ink Player Window](https://github.com/inkle/ink-unity-integration/blob/master/Documentation/InkPlayerWindow.md) for playing and debugging stories.
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-**Auto compilation**: Instantly creates and updates a JSON story file when a `.ink` is updated.
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-**Inspector tools**: Provides an icon for ink files, and a custom inspector that provides information about a file.
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# Getting started
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*[Download the latest .UnityPackage](https://github.com/inkle/ink-unity-integration/releases).
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* Open the downloaded file to import it into your Unity project.
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### From GitHub
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* You can clone/download/fork the project on [GitHub](https://github.com/inkle/ink-unity-integration).
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* The easiest way to download it is to click the green Code button and select Download ZIP
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* Install by moving the folder Packages/Ink to anywhere in your Unity project's Assets folder
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### As a UPM Package
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Installing via a package allows you to easily update via Unity's Package Manager window. This is best if you don't need to edit the source.
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* When installed via UPM, demo projects can be imported from Packages > Ink Unity Integration > Demos
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#### Via Package Manager
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* Add the following line to Packages/manifest.json:
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* Add the following line to PROJECT ROOT/Packages/manifest.json:
* Navigate to [OpenUPM](https://openupm.com/packages/com.inklestudios.ink-unity-integration/) and follow their instructions
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* Navigate to [OpenUPM](https://openupm.com/packages/com.inkle.ink-unity-integration/) and follow their instructions
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* The project will have installed at Packages > Ink Unity Integration.
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* Demo projects can be imported from Packages > Ink Unity Integration > Examples
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### From GitHub
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* You can clone/download/fork the project on [GitHub](https://github.com/inkle/ink-unity-integration).
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* The easiest way to download it is to click the green Code button and select Download ZIP
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* Install by moving the folder Packages/Ink to anywhere in your Unity project's Assets folder
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### Via the Asset Store
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For convenience a .UnityPackage is hosted at the [Unity Asset Store](https://assetstore.unity.com/packages/tools/integration/ink-unity-integration-60055).
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For convinience a .UnityPackage is hosted at the [Unity Asset Store](https://assetstore.unity.com/packages/tools/integration/ink-unity-integration-60055).
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**This version is updated rarely, and so is not recommended.**
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This will import the source into your Assets folder. This is a good option if you intend to edit the source for your own needs.
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## :video_game: Demos
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This project includes a demo scene, providing a simple example of how to control an ink story with C# code using Unity UI.
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(If you imported this package as a UPM (recommended), then you must first import the demos from Packages > Ink Unity Integration > Examples)
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(If you imported this package as a UPM, then you must first import the demos from Packages > Ink Unity Integration > Demos)
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To run a demo, double-click the scene file at the root of the demo folder to open it, and press the Play button at the top of the screen to start it.
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For convenience, the package also creates an (**Help > Ink > API Documentation**) menu option.
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## :pencil2: Writing ink
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For more information on writing with **ink**, see [the documentation in the main ink repo](https://github.com/inkle/ink).
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For more information on writing with **ink**, see [the documentation in the main ink repo](https://github.com/inkle/ink).
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For convenience, the package also creates an (**Help > Ink > Writing Tutorial**) menu option.
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# Features
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## Compilation
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Ink files must be compiled to JSON before they can be used in-game.
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Ink files must be compiled to JSON before they can be used in-game.
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**This package compiles all edited ink files automatically.**
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By default, compiled files are created next to their ink file.
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### Editor Compilation
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This package provides tools to automate this process when a .ink file is edited.
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This package provides tools to automate this process when a .ink file is edited.
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**Disabling auto-compilation**: You might want to have manual control over ink compilation. If this is the case, you can disable "Compile ink automatically" in the InkSettings file or delete the InkPostProcessor class.
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To play a story, click the "play" button shown on the inspector of a compiled ink file, or drag a compiled ink story TextAsset into the window.
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**Editor Attaching**: Attaching the InkStory instance used by your game to the Ink Player window allows you to view and edit your story as it runs in game.
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**Editor Attaching**: Attaching the InkStory instance used by your game to the Ink Player window allows you to view and edit your story as it runs in game.
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See BasicInkExampleEditor.cs in the Examples folder for an example of how to:
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* Show an attach/detach button on an inspector
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There is currently no support for Bolt, Unity's official visual scripting tool. If you're interested in building one, we'd love to see it!
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## PlayMaker
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There's [unofficial support for PlayMaker here.](https://github.com/inkle/ink-unity-integration/issues/22)
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There's [unofficial support for PlayMaker here.](https://github.com/inkle/ink-unity-integration/issues/22)
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We'd love to see this supported more if you'd like to assist the effort!
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# <aname="WebGLBestPractices"></a>WebGL best practices
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WebGL builds should be as small as possible. The ink compiler is included in builds, but is typically only used in the editor.
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WebGL builds should be as small as possible. The ink compiler is included in builds, but is typically only used in the editor.
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If your game doesn't require compiling ink at runtime we recommend adding a .asmdef at Ink Unity Integration > InkLibs > InkCompiler that only functions in the editor.
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* What versions of Unity are supported?
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We officially support 2018 LTS and above, but it should work going back to at least Unity 5.
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We support 2020 LTS and above.
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Until version 1.1.1 we supported 2018 LTS, which should also work going back to at least Unity 5.
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# Support us!:heart:
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Ink is free, forever; but we'd really appreciate your support!
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If you're able to give back, generous donations at our [Patreon](https://www.patreon.com/inkle) mean the world to us.
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If you're able to give back, generous donations at our [Patreon](https://www.patreon.com/inkle) mean the world to us.
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# License
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**ink** and this package is released under the MIT license. Although we don't require attribution, we'd love to know if you decide to use **ink** a project! Let us know on [Twitter](http://www.twitter.com/inkleStudios) or [by email](mailto:[email protected]).
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Full licence [here](https://github.com/inkle/ink-unity-integration/blob/master/LICENCE.md) mean the world to us.
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View the full licence [Here](https://github.com/inkle/ink-unity-integration/blob/master/LICENCE.md)
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