Releases: YarnSpinnerTool/YarnSpinner-Unity
v3.0.3
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron, or by buying a copy of Yarn Spinner on itch.io or the Unity Asset Store!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Talk to us via BlueSky or Mastodon
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v3.0.3 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v3.0.3
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Added
- Added a
[br /]markup tag into the common markers default markup palette.- This will be translated into a TextMeshPro
<br>marker.
- This will be translated into a TextMeshPro
- Line Advancer will now fall back to using key codes if Input Actions are selected, but Unity Input System is not available.
- The Dialogue System prefab now creates a UI input module that matches your current input system when it's added to the scene, rather than baking in a specific input module.
Changed
- Fixed a bug where
LinePresenterwould not run all registered action markup handlers during a typewriter effect. - Fixed an issue where the default Dialogue Runner prefab didn't have its
LineAdvancercomponent configured correctly. - Renamed
actionMarkupHandlersto beeventHandlerson theLinePresenter, this fixes an easy to occur typo with the base classesActionMarkupHandlers. - Fixed an issue where Line Advancers set to use Key Codes would not work when the Legacy Input Manager is not available.
v3.0.2
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron, or by buying a copy of Yarn Spinner on itch.io or the Unity Asset Store!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Talk to us via BlueSky or Mastodon
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v3.0.2 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v3.0.2
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Added
- The inspector for the Dialogue Runner now has a drop down for selecting the saliency strategy.
VariableStorageBehaviournow supports adding a variable change listener for all variables.
Changed
- The Yarn Spinner header in the Inspector no longer shows
<u></u>markup in versions of Unity prior to Unity 6. LinePresenternow implements its typewriter effect withBasicTypewriter, an implementation of theIAsyncTypewriterinterface.- The typewriter effect in
LinePresenteris now framerate-independent. - Fixed an issue in UnityLocalisedLineProvider where an exception would be thrown if an asset table was not provided.
Removed
SerializableDictionary<TKey,TValue>no longer exposes non-genericIDictionarymethods; instead, all operations are now correctly type-checked.
v3.0.0-beta2
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron, or by buying a copy of Yarn Spinner on itch.io or the Unity Asset Store!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Talk to us via BlueSky or Mastodon
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v3.0.0-beta2 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v3.0.0-beta2
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Added
- Yarn action handling now supports a wider range of return values.
YarnImporter.GetHashString()is now public.UnityLocalisedLineProviderno longer throws an exception if an asset table is provided but does not contain an asset for a line.DialogueRunner.CommandDispatcheris now set up on first access, rather than inAwake.- This allows other objects to work with the command dispatcher (for example, registering new methods) in their
Awakemethods, even if theirAwakemethods run beforeDialogueRunner's.
- This allows other objects to work with the command dispatcher (for example, registering new methods) in their
YarnCommandandYarnFunctioncommands now allow including.characters in their names.- Fixed an issue in SerializableDictionary.cs that caused builds to fail.
DialogueRunner.AddCommandHandlerandDialogueRunner.AddFunctionnow validate that the provided names contain no spaces.DialogueRunner.AddCommandHandlernow supports methods whose last parameter is an array of values.- This allows for commands with a variable list of parameters. For example, consider the following method:
This method can be registered as a Yarn command:
void LogStrings(int a, string[] remainder) { Debug.Log($"a = {a}, remainder={string.Join(",", remainder)}"); }
And called from Yarn Spinner:dialogueRunner.AddCommandHandler<int, string[]>("my_command", LogStrings);
// logs "a = 42, remainder=this,is,pretty,great" <<my_command 42 this is pretty great>>[!NOTE]
Array parameters are required to be the last parameter of the method.
- This allows for commands with a variable list of parameters. For example, consider the following method:
- Variable storage objects now allow registering a 'change listener' that runs when a variable is changed.
-
To add a change listener, call
AddChangeListeneron your variable storage, and provide the name of the variable you want to watch for changes for and a delegate that should run when the variable changes:VariableStorageBehaviour storage = // ... var changeListener = storage.AddChangeListener<bool>("$myVariable", (newValue) => { Debug.Log("$myVariable changed to " + newValue); });
You can remove a change listener by disposing it:
changeListener.Dispose();
Change listeners can't be added for smart variables. If you add a change listener for a stored variable (that is, one declared in the Yarn script), the change listener's parameters must match the type of the stored variable.
[!NOTE]
If you're implementing your own subclass ofVariableStorageBehaviour, yourSetValuemethods must callNotifyVariableChangedto notify any registered change listeners.public override void SetValue(string variableName, string newValue) { // ... existing behaviour ... NotifyVariableChanged(variableName, newValue); }
-
- Added a sample (CustomSaliency) showing off making a custom saliency selection strategy.
- Added a sample (InlineEvents) showing off using
ActionMarkupHandler's to perform in line events. - Added a sample (Replacement Markers) showing off various different approaches to performing marker replacement.
- The Dialogue System prefab now has support for some common rich text tags
[i]will italicise text[b]will embolden text[u]will underline text[s]will strike through text
AsyncOptionsViewnow supports configuring its fade duration.MarkupPaletteand the associatedPaletteMarkerProcessornow support custom TMP rich text tags beyond what the more basic markers allow.LineMetadatanow has public API methods for constructing and manually adding elements.DialogueRunner.SetProjectnow sets theProgramof its internalDialogueobject. Previously, this didn't happen untilStartDialogue().- Added a sample (Advanced Saliency) making use of templated nodes and built in saliency to show off creating storylet vignettes.
IActionMarkupHandlerinterface which theActionMarkupHandlermonobehaviour now conforms to- Action markup handlers now has a
OnLineWillDismissmethod which is called right before the line view fades itself away. LinePresenterButtonHandleris a newActionMarkupHandlersubclass that manages the continue button on the line view.
Changed
- Fixed an issue where, on Windows, projects would fail to automatically update when a file that belonged to them was created or edited.
- Fixed an issue where Unity Localization
ridvalues would change on reimport when they didn't have to. - Fixed an issue where a
[pause/]marker at the start of the line would cause all pauses to not work (@iatenothingbutriceforthreedays) - Inspector-exposed fields on
LineVieware now public. - Fixed an issue where a
.metafile was causing warnings to appear in Unity on import. (@Colbydude) - Fixed an issue where functions would not be registered with the VM until after the first call to
CommandDispatcher. YarnProjectImporter.GenerateStringsTableis now public.- Yarn Projects now allow choosing more specific cultures (for example 'pt-BR' and 'en-AU' rather than simply 'pt' and 'en') as their base language.
DialogueRunner.dialogueCompleteTasknow uses a completion source, rather than polling.YarnNodedropdowns no longer show individual node group members in the list.IActionRegistrationnow correctly supports commands without parameters.- Renamed
TemporalMarkupProcessortoActionMarkupHandler. - Renamed
AttributeMarkerProcessortoReplacementMarkupHandler - When using Unity Localization, Yarn Projects now populate the string table collection using a post-processor, rather that in the middle of import. This should fix errors that would occasionally cause string tables to not correctly update when a Yarn file changes.
- Fixed an issue where the System.Threading.Tasks implementation of YarnTask.WaitUntil did not return early when the CancellationToken was cancelled (@dogboydog)
- If a
VoiceOverViewis configured to automatically advance at the end of audio playback, when a line that has noAudioClipis delivered, theVoiceOverViewwill now advance the line immediately after logging an error. - Renamed
FormatForMarkertoPaletteForMarkerinMarkupPalette. - Generated variable storage code now represents string values as signed integers, not unsigned integers. (Unity doesn't correctly serialize enum values over the signed integer maximum.)
YarnNode-attributed variables can now be configured to allow editing as a text field even when the Yarn Project is not set. This is now the default behaviour forDialogueReference.sourceFilePathsonProjectImportDatarenamed to besourceFilePatternsbecause that is what it actually is.- Fixed a crash in project import when externally declared invalid functions had no associated file with the error
- When an error that
YarnProjectImportEditorneeds to show has no file associated with it the editor no longer draws an empty TextAsset field. - Heavily reworked the structure of the project folders.
- Renamed
AsyncDialogueViewBaseto beDialoguePresenter- Renamed
AsyncLineViewto beLinePresenter - Renamed
AsyncOptionItemto beOptionItem - Renamed
AsyncOptionsViewto beOptionsPresenter - Renamed
VoiceOverViewto beVoiceOverPresenter
- Renamed
LanguageAttributeandYarnNodeAttributeare now in theYarn.Unity.Attributesnamespace.- Facial expressions on the NPCs now have more common names.
MoveEvent.csnow uses YarnTasks instead o...
v3.0.0-beta1
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron, or by buying a copy of Yarn Spinner on itch.io or the Unity Asset Store!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Talk to us via BlueSky or Mastodon
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v3.0.0-beta1 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v3.0.0-beta1
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Added
- Added a Unity Project scoped settings that allows you to override some of the default behaviours of Yarn Spinner.
- Yarn Spinner settings are saved to the path
ProjectSettings\Packages\dev.yarnspinner\YarnSpinnerProjectSettings.json. - The settings be changed in the Project Settings window, by choosing
Edit -> Project Settings -> Yarn Spinner. - The setting currently supports three convenience features of Yarn Spinner:
- Automatically associating assets with localisations
- Automatically linking
YarnCommandandYarnFunctionattributed methods to the Dialogue Runner. - Generating a
.ysls.jsonfile that stores information about your Yarn attributed methods.- This file is saved to
ProjectSettings\Packages\dev.yarnspinner\generated.ysls.json. - This is an experimental feature to support better editor integration down the line. As such, this feature defaults to 'off'.
- This file is saved to
- Enabling or disabling
YarnCommandandYarnFunctionlinking, or.yslsgeneration, will cause your project to recompile. - Enabling or disabling asset linking will cause a reimport of all
yarnprojectassets.
- Yarn Spinner settings are saved to the path
Yarn.Unity.ActionAnalyser.Actionnow has aMethodIdentifierNameproperty, which is the short form of the method name.DialogueAdvanceInputnow supports Virtual Button names in addition to KeyCodes and Input Actions.- This can be configured to work on button or key release or press. By default, the component works on release.
LineViewnow will add in line breaks when it encounters a self closing[br /]marker.- Yarn attributed Functions and Commands can now use constant values in addition to literals for their name.
Changed
- Update the minimum Unity version to 2022.3.
- Fixed a bug where line pauses could sometimes not happen when the user's framerate is low.
- Fixed a bug where the Rounded Views sample wouldn't import correctly.
- Fixed Minimal Dialogue Runner sample that was using obsolete methods.
- Fixed a bug where TMPShim wasn't being detected.
- Standard library functions (like
random,dice,round_places, etc) have been moved to the core Yarn Spinner library. - Fixed a bug where the audio assets in the samples weren't being linked correctly resulting in playback errors.
- Intro Sample: Moved the Character Color view to a new stand-alone object (it's easier to explain how to do this in a tutorial!)
Analyserno longer ignores non-public methods.- This is now handled during codegen side so we can better log it.
ActionsGeneratorwill now generate C# warnings for non-private methods that are attributed asYarnFunctionorYarnCommand.ActionsGeneratorstill logs to a temporary location, but now into adev.yarnspinner.logsfolder inside the temporary location.- Auto-advancing
LineViews will no longer attempt to advance dialogue that has been stopped. - Actions Registration now dumps generated code into the same temporary folder the logs live in
ActionsGeneratorwill now generate C# warnings for incorrectly named methods that are attributed asYarnFunctionorYarnCommand.- Fixed a bug where
AudioLineProviderdidn't allow runtime changing of the text locale. - Fixed a bug where the Unity Localisation strings tables would have duplicate lines after tagging all lines in a project.
Removed
- Remove certain items that were previously marked as obsolete:
- Obsolete method
DialogueRunner.ResetDialogue - Obsolete property
YarnFunctionAttribute.FunctionName - Obsolete property
YarnCommandAttribute.CommandString - Obsolete method
YarnProject.GetProgram
- Obsolete method
- Removed
YarnParameterAttributeandYarnStateInjectorAttribute.- These attributes were formerly used in earlier versions of Yarn Spinner's action system, but are no longer used.
v2.4.2
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron, or by buying a copy of Yarn Spinner on itch.io or the Unity Asset Store!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Talk to us via Twitter, Mastodon, or Cohost
- Post to us
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v2.4.2 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v2.4.2
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Added
- Added a Unity Project scoped settings that allows you to override some of the default behaviours of Yarn Spinner.
- Yarn Spinner settings are saved to the path
ProjectSettings\Packages\dev.yarnspinner\YarnSpinnerProjectSettings.json. - The settings be changed in the Project Settings window, by choosing
Edit -> Project Settings -> Yarn Spinner. - The setting currently supports three convenience features of Yarn Spinner:
- Automatically associating assets with localisations
- Automatically linking
YarnCommandandYarnFunctionattributed methods to the Dialogue Runner. - Generating a
.ysls.jsonfile that stores information about your Yarn attributed methods.- This file is saved to
ProjectSettings\Packages\dev.yarnspinner\generated.ysls.json. - This is an experimental feature to support better editor integration down the line. As such, this feature defaults to 'off'.
- This file is saved to
- Enabling or disabling
YarnCommandandYarnFunctionlinking, or.yslsgeneration, will cause your project to recompile. - Enabling or disabling asset linking will cause a reimport of all
yarnprojectassets.
- Yarn Spinner settings are saved to the path
Yarn.Unity.ActionAnalyser.Actionnow has aMethodIdentifierNameproperty, which is the short form of the method name.DialogueAdvanceInputnow supports Virtual Button names in addition to KeyCodes and Input Actions.- This can be configured to work on button or key release or press. By default, the component works on release.
LineViewnow will add in line breaks when it encounters a self closing[br /]marker.- Yarn attributed Functions and Commands can now use constant values in addition to literals for their name.
Changed
- Update the minimum Unity version to 2021.3.
- Fixed a bug where line pauses could sometimes not happen when the user's framerate is low.
- Fixed a bug where the Rounded Views sample wouldn't import correctly.
- Fixed Minimal Dialogue Runner sample that was using obsolete methods.
- Fixed a bug where TMPShim wasn't being detected.
- Standard library functions (like
random,dice,round_places, etc) have been moved to the core Yarn Spinner library. - Fixed a bug where the audio assets in the samples weren't being linked correctly resulting in playback errors.
- Intro Sample: Moved the Character Color view to a new stand-alone object (it's easier to explain how to do this in a tutorial!)
Analyserno longer ignores non-public methods.- This is now handled during codegen side so we can better log it.
ActionsGeneratorwill now generate C# warnings for non-private methods that are attributed asYarnFunctionorYarnCommand.ActionsGeneratorstill logs to a temporary location, but now into adev.yarnspinner.logsfolder inside the temporary location.- Auto-advancing
LineViews will no longer attempt to advance dialogue that has been stopped. - Actions Registration now dumps generated code into the same temporary folder the logs live in
ActionsGeneratorwill now generate C# warnings for incorrectly named methods that are attributed asYarnFunctionorYarnCommand.- Fixed a bug where
AudioLineProviderdidn't allow runtime changing of the text locale. - Fixed a bug where the Unity Localisation strings tables would have duplicate lines after tagging all lines in a project.
Removed
- Remove certain items that were previously marked as obsolete:
- Obsolete method
DialogueRunner.ResetDialogue - Obsolete property
YarnFunctionAttribute.FunctionName - Obsolete property
YarnCommandAttribute.CommandString - Obsolete method
YarnProject.GetProgram
- Obsolete method
v2.4.0
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Tweet at us, at @YarnSpinnerTool.
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v2.4.0 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v2.4.0
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Added
In-Line Pause Support
- The built-in Line View now can now identify markup based pauses and insert pauses into the typewriter effect.
- To use this you can use the
pausemarkup inside your lines:Alice: wow this line now has a halt [pause=500 /] inside of it- This line will stop the typewriter for 500ms after the
haltis shown. After the 500ms delay, the rest of the line will appear.
- This line will stop the typewriter for 500ms after the
- Two new Unity events have also been added to be informed when pauses happen:
onPauseStartedonPauseEnded
- To use this you can use the
- Added a new
PausableTypewritereffect that works identically to the existingTypewritereffect, but supports arbitrary pauses. This effect can be used in your own custom line views to add support for the[pause/]markup. - To learn more about how the pause system works, take a look at the
PausableTypewriter.GetPauseDurationsInsideLinemethod!
New Samples
- Several new sample projects have been added:
-
Shot Reverse Shot shows how you can use Cinemachine virtual cameras and custom dialogue views to make a shot-reverse-shot scene in your game.

-
Sliced Views shows off a new alternative default line and option view prefab.

-
User Input and Yarn shows how you can use blocking commands and TMP Input fields to get input into Yarn variables.

-
Pausing the Typewriter showing how you can use the
[pause/]marker to temporarily pause in the middle of a line.

-
New Saving Features
- Added two new basic save methods on
DialogueRunnerthat use the persistent data storage location as their save location:SaveStateToPersistentStoragesaves all variables known to the Dialogue Runner to a named file in the Application.persistentDataPath folder.- These methods,
SaveStateToPersistentStorageandLoadStateFromPersistentStorageare intended to replace the olderPlayerPrefbased system for basic saves. - Note: For more complex games, we are still assuming you will need to craft your own bespoke save system.
- These methods,
Markup Palette System
-
The Line View and Options List View prefabs now support markup palettes, which allow you to customise the colours of your lines and options using Yarn Spinner's markup.
-
Markup Palettes let you associate a marker with a colour. When you use that marker in your dialogue, the text will be rendered using that colour.
-
For example, consider the following line:
I'm [excited]thrilled to be here[/excited]!If you create a Markup Palette that links the word
excitedto the colour red, the words "thrilled to be here" will be red. -
The built-in Line View and Options List View prefabs have support for Markup Palettes, as well as any custom Dialogue Views you build that use the
LineViewandOptionsListViewclasses.
Other Features
- A new method (
ClearLoadedAssets), which unloads all cached assets from theUnityLocalisedLineProvider, has been added.- This method will forcibly unload all assets. Only call this method if you're very familiar with the Addressable Assets system and are comfortable with Yarn Spinner's internals!
- Projects can now provide a list of line IDs within a node, using
GetLineIDsForNodes.- This is intended to be used to precache multiple nodes worth of assets, but might also be useful for debugging during development.
- Newly created
.yarnprojectfiles now ignore any.yarnfiles that are in a folder whose name ends in '~', which follows Unity's behaviour.- You can customise this behaviour by opening the
.yarnprojectfile in a text editor and modifying theexcludeFilesproperty.
- You can customise this behaviour by opening the
- Added
MarkupPalettescriptable object and support for the palette inside ofLineViewandOptionsListViewand associatedOptionView.- This is useful both as a standalone way to easily annotate your dialogue, but also as an example of the markup system.
Changed
- Fixed a bug where
YarnNodeattributes would not display correctly in the Inspector when its property path is longer than 1. - Fixed a bug in the action registration source code generator that caused it to crash on certain files, which resulted in some commands not being registered at runtime.
- Replaced the call to
Yarn.Compiler.Utility.AddTagsToLineswithYarn.Compiler.Utility.TagLines. - Fixed incorrect order of generic parameter names for
AddFunctionmethods. The usage of these functions is unchanged. - Fixed incorrect handling of line IDs inside the Unity Localised Line Provider preventing voice assets being loaded.
- Fixed a crash where declaration statements without a value (
<<declare $var>>) would crash the importer, leading to weird bugs. - Yarn Functions and Commands can now have up to 10 parameters if you need them. (Previously, the limit was 6.)
- The hard dependency on Text Mesh Pro is now a soft one.
- This change will only affect projects that do not have TextMeshPro installed in their project. For most projects, this change won't be noticed.
- Dialogue Runner will now better wait for line providers to be ready before requesting lines.
- This does have the potential issue of long load times for some larger nodes, in those cases we suggest you preload more lines using
GetLineIDsForNodesonYarnProject
- This does have the potential issue of long load times for some larger nodes, in those cases we suggest you preload more lines using
UnityLocalisedLineProvidercan now have it's default setting of removing unused assets disabled, this is useful when caching multiple nodes worth of assets- The "Add Assets to Asset Table Collection" wizard now correctly prepends
line:to the key, to match the documented behaviour. OptionsListViewnow deactivates child options when they are not needed instead of just making them transparent.- When using Unity Localization, line metadata is now stored on the shared entry for a line ID, rather than only on the base language's entry. (This caused an issue where, if the game was not running in the base language, line metadata would not be available.)
- Fixed an issue with
AudioLineProviderthat would prevent audio assets being loaded - Fixed an issue with the Project editor that prevented audio assets loading when using Addressables.
- The Yarn Project inspector window will now log errors when your inspector width is considered too small.
- We are pretty sure this is a bug in the UI code on Unity's end.
- In our testing it happens at widths less than 319 pixels, because, sure, why not!
- It also doesn't seem to happen in every version of Unity, so that's fun.
- Setting a project on the dialogue runner will now also load the initial variables from this project, fixing this regression.
LineViewnow supports showing the character names as a standalone element.- The existing behaviour is still the same with the default prefabs
OptionsListViewnow supports showing the character names as a standalone element.LineViewnow uses thePausableTypewriterby default.- If you don't use pauses, you won't need to change anything.
Effects.Typewriternow is a wrapper into thePausableTypewritereffect- If you don't use pauses nothing will change
- Yarn Projects that have no import data will no longer suggest to upgrade the project file.
- This sol...
v2.3.1
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Tweet at us, at @YarnSpinnerTool.
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v2.3.1 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v2.3.1
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
Yarn Spinner 2.3
Get excited! Yarn Spinner 2.3 is here! Here’s an outline of what’s new since the previous release, 2.2. These release notes cover both Yarn Spinner for Unity, and the core Yarn Spinner compiler that Unity uses under the hood.
Yarn script changes
- The Yarn Spinner compiler’s indentation tracking has been rewritten to be more consistent in how it works.
- 🚨 Breaking Change:
ifstatements must now all be at the same level of indentation as they’re correspondingelse,elseif, andendifstatements.- This was already strongly encouraged for readability, but is now a requirement.
- If an
ifstatement is at a different indentation level to its corresponding statements, a compiler error will now be generated. - The lines and other content inside an if statement can be indented as much as you like, as long as it’s not less indented than the initial if statement.
- For example, the following code will work:
// With indentation <<if $something>> A line! <<else>> A different line! <<endif>> // Without indentation <<if $something>> A line! <<else>> A different line! <<endif>> - The following code will not work:
// With indentation <<if $something>> A line! <<else>> A different line! <<endif>>
- For example, the following code will work:
- 🚨Breaking Change: Empty lines between options now split up different option groups.
- Previously, the following code would appear as a single option group (with the options ‘A’, ‘B’, ‘C’, ‘D’):
-> A -> B -> C -> D - In Yarn Spinner 2.3 and above, this will appear as two option groups: one containing the options ‘A’, ‘B’, and another containing ‘C’, ‘D’.
- This change was made in response to user reports that the previous behaviour didn’t behave the way they expected.
- Previously, the following code would appear as a single option group (with the options ‘A’, ‘B’, ‘C’, ‘D’):
- 🚨 Breaking Change:
New things
-
The
.yarnprojectimporter has been updated to use new JSON-based Yarn Projects.- JSON-formatted Yarn Projects replace the previous format, which stored all import data in Unity’s
.metafiles. This helps us lay the groundwork for releases that support other engines. 👀 - JSON-formatted Yarn Projects allow a single Yarn script to be used in multiple Yarn Projects, and also allow the Yarn Spinner compiler to support upcoming new features.
- Yarn Project files contain information that the Yarn Spinner compiler can use to compile multiple Yarn scripts at the same time. Yarn Projects are designed to be used by game engines to identify how Yarn content should be imported into the game.
- You can see an example of the format of these JSON-based Yarn Projects here.
- Yarn Project files contain information that the Yarn Spinner compiler can use to compile multiple Yarn scripts at the same time. Yarn Projects are designed to be used by game engines to identify how Yarn content should be imported into the game.
- Yarn scripts no longer need to be manually associated with a Yarn Project. If they are in the same folder, or a subfolder, of the Yarn Project, they will be included.
- In Unity, you can add, modify, and delete source file patterns for Yarn projects in the Inspector.
- When you update from an earlier version to 2.3, all Yarn scripts and Yarn Projects will be re-imported:
- You will receive import errors on your existing Yarn Projects, telling you that your Yarn Project needs to be upgraded. To do this, follow the message’s instructions: select the project, and click Upgrade Yarn Project in the Inspector.
- After upgrading your projects, you will need to set up your localisations again by adding them in the Yarn Project’s inspector and dragging in your strings file and asset file.
- If your project uses any Yarn files that are not in the same folder, or subfolder, of the Yarn Project, you will need to move the Yarn files to the folder.
- Your Yarn scripts, strings files, and localised assets will not be modified, and you won’t need to change any objects in your scenes or prefabs. The only thing that will be changed is the Yarn Project file.
- JSON-formatted Yarn Projects replace the previous format, which stored all import data in Unity’s
-
In Unity, the Unity Localization integration is now available when the Localization package is installed.
- Prior to this change, the
YARN_USE_EXPERIMENTAL_FEATURESscripting definition symbol needed to be added to the Player settings.
- Prior to this change, the
-
You can now add a Dialogue System prefab to your scene by opening the GameObject menu and choosing Yarn Spinner -> Dialogue Runner.
-
Added ‘On Dialogue Start’ event to Dialogue Runner. This event is called when the dialogue starts running.
-
Methods tagged with the
YarnCommandandYarnFunctionattribute are now discovered at compile time, rather than at run-time. This makes game start-up significantly faster.- Yarn Spinner for Unity will search your source code for methods with the YarnCommand and YarnFunction attributes, and generate source code that registers these methods when the game starts up, or when you enter Play Mode in the editor.
- This is a change from previous versions of Yarn Spinner for Unity, which searched for commands and functions at run-time, which had performance and compatibility implications on certain platforms (notably, consoles).
- This search is done automatically in Unity 2021.2 and later. In earlier versions of Unity, you will need to manually tell Yarn Spinner for Unity to check your code, by opening the Window menu and choosing Yarn Spinner -> Update Yarn Commands.
- In Unity 2021.2 and later, you can now see which commands have been registered using YarnCommand by opening the Window menu and choosing Yarn Spinner -> Commands…
-
Under the hood, Yarn Programs now store all headers for their nodes.
- Prior to this change, only the
tagsheader was stored.
- Prior to this change, only the
-
DialogueReferenceobjects can now be implicitly converted tostrings. -
The
YarnNodeattribute can be attached to astringproperty to turn it into a drop-down menu for choosing nodes in a Yarn Project:// A reference to a Yarn Project public YarnProject project; // A node in ‘project’ [YarnNode(nameof(project))] public string node1; // Another node in ‘project’ [YarnNode(nameof(project))] public string node2; -
The
YarnProject.GetHeadersmethod has been added, which fetches all headers for a node. -
The
YarnProject.InitialValuesproperty has been added, which fetches a dictionary containing the initial values for every variable in the project.
Changed things
- Node title verification now occurs at declaration time instead of code generation. This means invalid titles will be caught and presented as a problem earlier on, to aid in debugging issues.
- Code completion in the Language Server has been completely rewritten. It is now much less flexible, but way more performant. For most situations, the changes will not be noticeable.
- Fixed a crash in the Language Server when encountering declaration statements without a variable.
- Fixed a bug in the Language Server that caused crashes when code-completion was requested at a position more than 50% of the way through a document.
- The following event handlers on the Dialogue class, which were previously required to be set, are now optional and may be set to null:
LineHandlerCommandHandlerNodeStartHandlerNodeCompleteHandlerDialogueCompleteHandler- Note that
OptionsHandlerremains not optional, and is required to be set.
- VM now nullifies its state when stopped. Previously, the VM's state would persist after the Stop method is called.
- Fixed a compile error in the Minimal Viable Dialogue System sample in Unity 2019.
- Added code to invalidate the Program cache on awake for Yarn Projects properly. This means your Yarn Projects will be correctly compiled and referenced in the editor.
- Dialogue Runner will now report an error and stop early if you tell it to start running a node that isn’t in th...
v2.3.0-beta2
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Tweet at us, at @YarnSpinnerTool.
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v2.3.0-beta2 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v2.3.0-beta2
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Added
-
The
.yarnprojectimporter has been updated to use new JSON-formatted Yarn Projects.- JSON-formatted Yarn Projects replace the previous format, which stored all import data in Unity's
.metafiles. - JSON-formatted Yarn Projects allow a single Yarn script to be used in multiple Yarn Projects, and also allow the Yarn Spinner compiler to support upcoming new features.
- Yarn scripts no longer need to be manually associated with a Yarn Project. If they are in the same folder, or a subfolder, of the Yarn Project, they will be included.
- When you update to 2.3.0-beta2, all Yarn scripts and Yarn Projects will be re-imported.
- You will receive import errors on your existing Yarn Projects, telling you that your Yarn Project needs to be upgraded. To do this, follow the message's instructions: select the project, and click Upgrade Yarn Project in the Inspector.
- After upgrading your projects, you will need to set up your localisations again by adding them in the Yarn Project's inspector and dragging in your strings file and asset file.
- If your project uses any Yarn files that are not in the same folder, or subfolder, of the Yarn Project, you will need to move the Yarn files to the folder.
- Your Yarn scripts, strings files, and localised assets will not be modified, and you won't need to change any objects in your scenes or prefabs. The only thing that will be changed is the Yarn Project file.
- JSON-formatted Yarn Projects replace the previous format, which stored all import data in Unity's
-
For more information on the new Yarn Project file format, see the changelog for the Yarn Spinner compiler.
-
The Unity Localization integration is now available when the Localization package is installed.
- Prior to this change, the
YARN_USE_EXPERIMENTAL_FEATURESscripting definition symbol needed to be added to the Player settings.
- Prior to this change, the
-
You can now add a Dialogue System prefab to your scene by opening the GameObject menu and choosing Yarn Spinner -> Dialogue Runner.
-
Added 'On Dialogue Start' event to Dialogue Runner. This event is called when the dialogue starts running. (@nrvllrgrs)
Changed
- Dialogue Runner will now report an error and stop early if you tell it to start running a node that isn't in the provided Yarn Project.
- Dialogue Runner's 'On Dialogue Complete' event will now fire when you stop it via by calling the
Stop()method.
v2.3.0-beta1
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Tweet at us, at @YarnSpinnerTool.
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v2.3.0-beta1 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v2.3.0-beta1
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Breaking Changes
- The Yarn Spinner compiler's indentation tracking has been rewritten to be more consistent in how it works.
- 🚨 Breaking Change:
ifstatements must now all be at the same level of indentation as their correspondingelse,elseif, andendifstatements.-
This was already strongly encouraged for readability, but is now a requirement.
-
If an
ifstatement is at a different indentation level to its corresponding statements, a compiler error will now be generated. -
The lines and other content inside an
ifstatement can be indented as much as you like, as long as it's not less indented than the initialifstatement.For example, the following code will work:
// With indentation <<if $something>> A line! <<else>> A different line! <<endif>> // Without indentation <<if $something>> A line! <<else>> A different line! <<endif>>The following code will not work:
// With indentation <<if $something>> A line! <<else>> A different line! <<endif>>
-
- 🚨 Breaking Change: Empty lines between options now split up different option groups.
-
Previously, the following code would appear as a single option group (with the options 'A', 'B', 'C', 'D'):
-> A -> B -> C -> DIn Yarn Spinner 2.3 and above, this will appear as two option groups: one containing the options 'A', 'B', and another containing 'C', 'D'.
This change was made in response to user reports that the previous behaviour didn't behave the way they expected.
-
- 🚨 Breaking Change:
Added
-
Methods tagged with the
YarnCommandandYarnFunctionattribute are now discovered at compile time, rather than at run-time. This makes game start-up significantly faster.-
Yarn Spinner for Unity will search your source code for methods with the
YarnCommandandYarnFunctionattributes, and generate source code that registers these methods when the game starts up, or when you enter Play Mode in the editor.This is a change from previous versions of Yarn Spinner for Unity, which searched for commands and functions at run-time, which had performance and compatibility implications on certain platforms (notably, consoles).
This search is done automatically in Unity 2021.2 and later. In earlier versions of Unity, you will need to manually tell Yarn Spinner for Unity to check your code, by opening the Window menu and choosing Yarn Spinner -> Update Yarn Commands.
-
-
In Unity 2021.2 and later, you can now see which commands have been registered using
YarnCommandby opening the Window menu and choosing Yarn Spinner -> Commands... -
DialogueReferenceobjects can now be implicitly converted tostrings. -
The
YarnNodeattribute can be attached to astringproperty to turn it into a drop-down menu for choosing nodes in a Yarn Project.// A reference to a Yarn Project public YarnProject project; // A node in 'project' [YarnNode(nameof(project))] public string node1; // Another node in 'project' [YarnNode(nameof(project))] public string node2;
-
The
YarnProject.GetHeadersmethod has been added, which fetches all headers for a node. -
The
YarnProject.InitialValuesproperty has been added, which fetches a dictionary containing the initial values for every variable in the project.
Changed
- Fixed a compile error in the Minimal Viable Dialogue System sample in Unity 2019.
v2.2.4
Yarn Spinner is made possible by your generous patronage. Please consider supporting Yarn Spinner's development by becoming a patron!
👩🚒 Getting Help
There are several places you can go to get help with Yarn Spinner.
- Join the Yarn Spinner Discord.
- Tweet at us, at @YarnSpinnerTool.
- To report a bug, file an issue on GitHub.
📦 How To Install Yarn Spinner
To install the most recent release of Yarn Spinner for Unity, please see the Installation Instructions in the Yarn Spinner documentation.
If you want to install this particular version of Yarn Spinner for Unity, follow these steps:
Installing Yarn Spinner for Unity v2.2.4 from Git
- Open the Window menu, and choose Package Manager.
- If you already have any previous version of the Yarn Spinner package installed, remove it.
- Click the
+button, and click Add package from git URL... - Enter the following URL:
https://github.com/YarnSpinnerTool/YarnSpinner-Unity.git#v2.2.4
Each release will have a different URL. To upgrade to future versions of Yarn Spinner, you will need to uninstall the package, and reinstall using the new URL.
📜 Changes
Changed
- Number pluralisation rules have been updated. The rules have now use CLDR version 42.0 (previously, 36.1)
- Fixed an issue where pluralisation markup (i.e. the
pluralandordinaltags) would not work correctly with country-specific locales (for example "en-AU").

