Comments (3)
Unfortunately this isn't easy. Although the ink compiler is written in C#, it uses newer features that aren't available within Unity, so can't be included in a game that's running. What we do for the editor tools is wrap a pre-built binary version of the compiler and run it on the command line in the background. Theoretically you could bundle the compiler with your game and do the same. But as I said, it's not a straightforward approach I'm afraid!
from ink-unity-integration.
I think that scares me too :)
I'll translate the game functions to ink editor so that the writer can edit without using unity. I think it's easier.
Thank you
from ink-unity-integration.
Yup, that's definitely our preferred approach!
from ink-unity-integration.
Related Issues (20)
- Performance issue in Project view with large projects HOT 2
- High CPU usage when Ink Player showning. HOT 2
- Retrieving tags from Choice broken in Ink-Unity HOT 1
- Error: Object reference not set to an instance of an object HOT 1
- Ink Player GUI Errors HOT 4
- Replace InkBrowserIcons
- null path and null currentPointer during the first line of a knot HOT 3
- OnWillSaveAssets saving InkSettings causes VCS to trigger HOT 1
- ShouldShowContentWithSearchString and SearchStringMatch do the same thing?
- Visibility options should use PopupWindow
- Unexpected line break returned from story.Continue()
- How to transfer variable values from one Ink story to another Ink story? HOT 1
- How does the include system work? HOT 3
- Unity 2022.3.7f1 issues: demo scenes do not open, reload doesnt work. HOT 3
- Unity 2022.3.7f1 addressables build failure HOT 1
- Are built in functions somehow covered in plugin? HOT 1
- Do flows support choices? HOT 1
- Missing tags after loading from json
- Compiler bug prevented compilation of JSON file. Please help us fix it by reporting this as a bug.
- Why isn't the parent ink file attached to the data of the knot? HOT 4
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