Modding: Using multiple compiled ink assets during same runtime
- Dominant language
- C#
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Description
So I'd like to use ink for dialogues and narration in a text-heavy CRPG I'm developing in Unity. I'd *also* like to give strong modding powers to players of the game, including creating their own dialogues.
After loading a game-default compiled ink asset ( _inkStory = new Story(inkAssetDefault.text); ), can you load a separate compiled ink asset into the same object ( _inkStory = Story(inkAssetMod1.text); ), have it do its thing, and then re-load the default one ( _inkStory = Story(inkAssetDefault.text); ) -- while tracking the knot position in any given ink asset and all gameworld state variables on the unity C# side, accessing these gameworld state variables via external functions, etc? Basically, holding all world-state and which-knot-should-we-go-to-when-this-inkfile-is-loaded data on the Unity game side (this would include doing saving and loading only on the C# side, too) and swapping out different ink assets to run different dialogues/scenes during runtime? This would allow modders to create their own compiled ink scenes/dialogues that could be loaded and unloaded at will by the game engine.
Or does the ink unity runtime have to function on just a single ink asset loaded once?
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