This plugin imports Arcweave projects into Unity. It supports data exported from Arcweave Project > Export > Engine > Export for Unity (available to all users) or fetched via Arcweave's web API (available to Team workspaces only).
- Installation
- Getting Data from Arcweave
- Creating an ArcweaveProjectAsset
- Using the Demo Scene
- How the Demo Works
- Plugin Documentation
- Important Notes
- Troubleshooting
Choose one of the following methods:
- Download this repository as a ZIP file from GitHub
- Extract the ZIP file
- Copy the
/Assets/Arcweavefolder into your Unity project'sAssetsfolder
- Get the asset from the Unity Asset Store
- Open Unity and go to Window > Package Manager
- Select My Assets from the dropdown
- Find Arcweave for Unity and click Download, then Import
Note: This repository is not structured as a UPM (Unity Package Manager) package and cannot be installed via Git URL.
In Arcweave:
- Open your project
- Click the Export icon in the top bar
- Go to the Engine tab
- Click Export for Unity
- Check Include Assets if your project uses images or audio
You will get a .zip file containing:
project.json: all data of your Arcweave project- (Optional)
assets/Images/: project image assets (if "Include Assets" was checked) - (Optional)
assets/Audio/: project audio assets (if "Include Assets" was checked) - (Optional)
cover/cover.jpg: the project cover image
File placement:
- Place
project.jsonanywhere in your Unity project'sAssetsfolder. - For this demo project, images must go in a
Resourcesfolder (create one if it doesn't exist) or they won't load at runtime.
Available to Team workspaces.
You will need:
- Your Team workspace API key (found in your Workspace's API section).
- Your project hash (found in Project Properties).
See the Arcweave API Documentation for details.
To import your data into Unity:
- Right-click in the Unity Project Window.
- Navigate to Create > Arcweave > Project Asset.
- Name the new
.assetfile as you prefer. - Select it to open the Inspector.
Choose your import source:
- From Json: Drag your
project.jsonfile into the "Project Json File" field. - From Web: Enter your API Key and Project Hash.
Click the Import Project button to begin the import.
After successful import, the Inspector displays:
- The project name
- All global variables and their values
- An "Open Project Viewer" button for viewing the project flowchart
The plugin includes a Demo folder with a complete example scene.
- Open ArcweaveDemoScene from the Demo folder.
- Select the ArcweavePlayer GameObject in the hierarchy.
- Assign your imported project asset to the
AWfield. - Press Play.
If you're using Unity 6 or newer, you need to update the Input System module:
- In the Hierarchy, select the EventSystem GameObject
- In the Inspector, find the Standalone Input Module component
- Click the Replace with InputSystemUIInputModule button
- This upgrades the legacy Input Manager to the new Input System
Without this step, UI interactions (buttons, clicks) will not work in Unity 6+.
If your Arcweave project uses images:
- Create a
Resourcesfolder in your Unity project (if it doesn't exist). - Copy your image files into the
Resourcesfolder. - Ensure image filenames match those in Arcweave (without extension).
- Set each image's Texture Type to Default in Import Settings.
The plugin loads images dynamically using Resources.Load().
The demo consists of two main components that work together:
┌─────────────────────────────────────────────────────────────────┐
│ ArcweavePlayer │
│ (Handles narrative logic, traversal, and state management) │
├─────────────────────────────────────────────────────────────────┤
│ Events: │
│ ├── onProjectStart → Fired when narrative begins │
│ ├── onElementEnter → Fired when entering any element │
│ ├── onElementOptions → Fired when multiple choices available │
│ ├── onWaitInputNext → Fired when single path (continue) │
│ └── onProjectFinish → Fired when narrative ends │
└─────────────────────────────────────────────────────────────────┘
│
│ subscribes to events
▼
┌─────────────────────────────────────────────────────────────────┐
│ ArcweavePlayerUI │
│ (Handles all visual display and user interaction) │
├─────────────────────────────────────────────────────────────────┤
│ Responsibilities: │
│ ├── Display dialogue text (RuntimeContent) │
│ ├── Display cover images and character portraits │
│ ├── Create choice buttons dynamically │
│ ├── Handle button clicks → invoke callbacks │
│ └── Manage Save/Load UI │
└─────────────────────────────────────────────────────────────────┘
PlayProject()
│
▼
┌─────────────────┐
│ Initialize │ ← Resets all variables and visits
│ Project │
└────────┬────────┘
│
▼
┌─────────────────┐
│ onProjectStart │ ← UI can show "Game Started" message
└────────┬────────┘
│
▼
┌─────────────────┐
│ Enter Element │ ← element.Visits++ (incremented)
│ │
└────────┬────────┘
│
▼
┌─────────────────┐
│ onElementEnter │ ← UI displays content and images
└────────┬────────┘
│
▼
┌─────────────────┐
│ GetOptions() │ ← Evaluates all branch conditions
└────────┬────────┘
│
┌───────┴───────┐
│ │
▼ ▼
┌───────────┐ ┌───────────┐ ┌───────────┐
│ Multiple │ │ Single │ │ No Paths │
│ Paths │ │ Path │ │ (End) │
└─────┬─────┘ └─────┬─────┘ └─────┬─────┘
│ │ │
▼ ▼ ▼
┌───────────┐ ┌───────────┐ ┌───────────┐
│onElement- │ │onWaitInput│ │onProject- │
│ Options │ │ Next │ │ Finish │
└─────┬─────┘ └─────┬─────┘ └───────────┘
│ │
│ callback(i) │ callback()
│ │
└───────┬───────┘
│
▼
┌─────────────────┐
│ Execute Path │ ← Runs Arcscript in connection labels
│ Connection │
│ Labels │
└────────┬────────┘
│
▼
Enter Next
Element
(loop)
| Method | Class | Purpose |
|---|---|---|
Project.Initialize() |
Project | Reset variables and visits before starting |
element.Visits++ |
Element | Track how many times element was visited |
element.GetOptions() |
Element | Get available paths from current element |
element.RuntimeContent |
Element | Get evaluated dialogue text |
element.RunContentScript() |
Element | Execute Arcscript and update RuntimeContent |
element.GetCoverOrFirstComponentImage() |
Element | Get element's cover or first component image |
path.ExecuteAppendedConnectionLabels() |
Path | Run Arcscript in connection labels |
path.text |
Path | Get label text or target element title |
options.Paths |
Options | List of valid paths to choose from |
options.hasPaths |
Options | Check if any paths exist |
options.hasOptions |
Options | Check if multiple choices available |
The root container for an imported Arcweave project. Access via ArcweaveProjectAsset.Project.
| Property | Type | Description |
|---|---|---|
name |
string | Project name |
boards |
List<Board> | All boards in the project |
components |
List<Component> | All components (characters/entities) |
Variables |
List<Variable> | All global variables |
StartingElement |
Element | Entry point for the narrative |
| Method | Description |
|---|---|
void Initialize() |
Must call before use. Resets all variables and visit counts. |
Board BoardWithID(string id) |
Get board by ID |
Board BoardWithName(string name) |
Get board by name |
Element ElementWithId(string id) |
Get element by ID |
T GetNodeWithID<T>(string id) |
Get any node by ID and type |
Variable GetVariable(string name) |
Get Variable object by name |
bool SetVariable(string name, object value) |
Set variable value |
void ResetVariablesToDefaultValues() |
Reset all variables to defaults |
string SaveVariables() |
Serialize current variable state to JSON |
void LoadVariables(string json) |
Restore variable state from JSON |
int Visits(string elementId) |
Get visit count for an element |
void ResetVisits() |
Reset all visit counts to 0 |
Container for narrative nodes.
| Property | Type | Description |
|---|---|---|
Id |
string | Unique identifier |
Name |
string | Board name |
Nodes |
List<INode> | All nodes (Elements, Branches, Jumpers) |
Notes |
List<Note> | Annotation notes |
| Method | Description |
|---|---|
T NodeWithID<T>(string id) |
Get node by ID and type |
Element ElementWithID(string id) |
Get element by ID |
A narrative node containing dialogue content.
| Property | Type | Description |
|---|---|---|
Id |
string | Unique identifier |
Title |
string | Element title (may contain Arcscript) |
RawContent |
string | Original content with Arcscript markup |
RuntimeContent |
string | Evaluated content (call RunContentScript() first!) |
Visits |
int | Visit counter (get/set) |
Components |
List<Component> | Attached characters/entities |
Attributes |
List<Attribute> | Custom metadata |
Outputs |
List<Connection> | Outgoing connections |
cover |
Cover | Cover image reference |
| Method | Description |
|---|---|
void RunContentScript() |
Evaluate Arcscript in content → updates RuntimeContent |
Options GetOptions() |
Get available paths (evaluates branch conditions) |
bool HasContent() |
Check if element has content |
bool HasComponent(string name) |
Check if element has component by name |
bool TryGetComponent(string name, out Component c) |
Try to get component by name |
Texture2D GetCoverImage() |
Load cover image from Resources |
Texture2D GetFirstComponentCoverImage() |
Load first component's cover image |
Texture2D GetCoverOrFirstComponentImage() |
Get cover or fallback to component image |
// WRONG - RuntimeContent will be empty/outdated
string text = element.RuntimeContent; // ❌ Don't do this!
// CORRECT - Always call RunContentScript() first
element.RunContentScript(); // ✅ Evaluates Arcscript
string text = element.RuntimeContent; // ✅ Now it's updated
// Get available choices
Options options = element.GetOptions();
if (options.hasPaths) {
foreach (Path path in options.Paths) {
Debug.Log("Choice: " + path.text);
}
}Link between nodes with optional label.
| Property | Type | Description |
|---|---|---|
Id |
string | Unique identifier |
RawLabel |
string | Original label with Arcscript |
RuntimeLabel |
string | Evaluated label (call RunLabelScript() first!) |
Source |
INode | Source node |
Target |
INode | Target node |
isValid |
bool | True if connection has valid ID |
| Method | Description |
|---|---|
void RunLabelScript() |
Evaluate Arcscript → updates RuntimeLabel |
Conditional branching node with if/elseif/else logic.
| Property | Type | Description |
|---|---|---|
Id |
string | Unique identifier |
Conditions |
List<Condition> | Ordered conditions (first true wins) |
colorTheme |
string | Visual theme color |
Single condition in a branch.
| Property | Type | Description |
|---|---|---|
Id |
string | Unique identifier |
Script |
string | Arcscript condition expression |
Output |
Connection | Output connection if true |
| Method | Description |
|---|---|
bool Evaluate() |
Evaluate condition (empty scripts return true) |
Navigation shortcut to another element.
| Property | Type | Description |
|---|---|---|
Id |
string | Unique identifier |
Target |
Element | Target element to jump to |
Character or entity definition. Not a Unity MonoBehaviour.
| Property | Type | Description |
|---|---|---|
Id |
string | Unique identifier |
Name |
string | Component name |
Attributes |
List<Attribute> | Custom attributes |
cover |
Cover | Cover image reference |
| Method | Description |
|---|---|
Texture2D GetCoverImage() |
Load cover image from Resources |
Custom metadata on elements or components.
| Property | Type | Description |
|---|---|---|
Name |
string | Attribute name |
Type |
DataType | StringPlainText, StringRichText, or ComponentList |
data |
object | Attribute data (lazy-evaluated for RichText) |
containerType |
ContainerType | Element or Component |
containerId |
string | ID of the container |
Global state variable. Supports: int, double, bool, string.
| Property | Type | Description |
|---|---|---|
Name |
string | Variable name |
Value |
object | Current value |
DefaultValue |
object | Initial value |
Type |
Type | System.Type of the value |
| Method | Description |
|---|---|
void ResetToDefaultValue() |
Reset to default value |
Image or video reference.
| Property | Type | Description |
|---|---|---|
type |
Cover.Type | Image, Youtube, or Undefined |
filePath |
string | Asset filename |
| Method | Description |
|---|---|
Texture2D ResolveImage() |
Load image from Resources folder |
Available paths from an element. Created by Element.GetOptions().
| Property | Type | Description |
|---|---|---|
Element |
Element | Source element |
Paths |
List<Path> | Valid paths to next elements |
hasPaths |
bool | True if any paths exist |
hasOptions |
bool | True if multiple paths OR path has label |
Resolved path to a target element.
| Property | Type | Description |
|---|---|---|
label |
string | Connection label (if any) |
text |
string | Label or target element's title |
TargetElement |
Element | Destination element |
| Method | Description |
|---|---|
void ExecuteAppendedConnectionLabels() |
Run Arcscript in all connection labels along path |
Event-driven narrative player (demo helper class).
| Field | Type | Description |
|---|---|---|
aw |
ArcweaveProjectAsset | The project to play |
autoStart |
bool | Auto-start on scene load |
| Event | Signature | Description |
|---|---|---|
onProjectStart |
(Project) |
Narrative started |
onProjectFinish |
(Project) |
Narrative ended |
onElementEnter |
(Element) |
Entered new element |
onElementOptions |
(Options, Action<int>) |
Multiple choices available |
onWaitInputNext |
(Action) |
Single path, waiting for continue |
| Method | Description |
|---|---|
void PlayProject() |
Start or restart the narrative |
void Save() |
Save current state to PlayerPrefs |
void Load() |
Load and restore saved state |
-
Unity 6+ requires Input System update: If using Unity 6 or newer, the EventSystem must use the new Input System module. Select EventSystem in Hierarchy, find Standalone Input Module in Inspector, and click "Replace with InputSystemUIInputModule". Without this, UI buttons won't respond to clicks. See Unity 6+ Input System Fix.
-
RuntimeContent requires RunContentScript(): The
RuntimeContentproperty is not automatically evaluated. You must callRunContentScript()before reading it. -
GetOptions() has side effects: This method internally saves and restores variable state while evaluating branch conditions.
-
Initialize() resets everything: Calling
Project.Initialize()resets all variables to defaults and all visit counts to 0. -
Images must be in Resources folder: Cover images are loaded via
Resources.Load(). Place them in anyResourcesfolder and ensure filenames match (without extension). -
Components are not MonoBehaviours: Arcweave Components represent characters/entities in your narrative, not Unity components.
-
Visit tracking is manual: The
Visitsproperty must be incremented manually (or use ArcweavePlayer which does it automatically).
Problem: UI buttons don't respond to clicks in Unity 6 or newer versions.
Solution:
- Select EventSystem in the Hierarchy
- In the Inspector, locate Standalone Input Module
- Click Replace with InputSystemUIInputModule
- This migrates from the legacy Input Manager to the new Input System
Unity 6 requires the new Input System for UI interactions.
Problem: GetCoverImage() returns null.
Solution:
- Ensure images are in a folder named exactly
Resources(case-sensitive) - Verify the filename matches (without extension)
- Check the image's Texture Type is set to Default in Import Settings
Problem: Seeing {variable_name} or if/endif blocks in text.
Solution:
// Always call this before reading RuntimeContent
element.RunContentScript();Problem: Variables are null or throw errors.
Solution:
// Call Initialize() once before using the project
project.Initialize();Problem: GetOptions() returns no paths or wrong paths.
Solution:
- Check your branch conditions in Arcweave - they might all be evaluating to false
- Verify variable values are correct:
Debug.Log(project.GetVariable("varName").Value); - Use the Project Viewer in Unity to visually inspect connections
Problem: Load() doesn't restore the correct state.
Solution:
- Ensure you called
Save()beforeLoad() - PlayerPrefs persists between sessions - use
PlayerPrefs.DeleteAll()to clear if testing - Check the save keys exist:
PlayerPrefs.HasKey("arcweave_save_currentElement")
Problem: Can't click "Import Project" button.
Solution:
- From Json mode: Drag a TextAsset (.json file) into the "Project Json File" field
- From Web mode: Fill in both API Key AND Project Hash fields
- Ensure the JSON file is valid (open it in a text editor to verify it's not corrupted)
See the LICENSE file for details.