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Branched game dialogue on Yarn Spinner with Unity integration

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Listing period10 daysuntil 22.11.2026
Posted24.08.2026
Views1095 in 14 days

About the service

I create ready-made dialogue systems in Yarn Spinner — the open narrative language used in games like Night in the Woods — and bind them to your Unity project so text actually works in the engine. You get branched conversation nodes, player choices, conditional lines based on variables and custom commands that trigger your game logic: item handouts, scene changes, animations or sound.

What's included: neat, well-structured .yarn files with named nodes and clear transition logic; Yarn Spinner setup in Unity with Dialogue Runner, styled Dialogue View and variable storage that persists across scenes; custom command handlers and functions linked to your C# code, so a writer can call [[go_to_shop]] or <> right from the script; and markup ready for localization so lines can be exported and translated.

I cover both sides: narrative structure (pacing of branches, no dead ends, tracking state — reputation, flags, inventory) and technical integration (event hooks, dialogue variable save and load, skip and auto-advance, typewriter effect). If you already have a rough script in a document — I'll convert it into working Yarn nodes; if you're starting from scratch — I'll lay down a scalable node scheme that's easy to extend.

You'll get a tested example scene in Unity that plays your dialogue from start to finish, commented source code and a short guide so your team can add new nodes without breaking flow. Tell me your engine version, branching complexity and whether localization is needed — I'll align scope and schedule.

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