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Configuration ​

The engine configuration is stored in multiple scriptable object assets located in the Assets/NaninovelData/Resources/Naninovel/Configuration folder. They are automatically generated when opening the corresponding configuration menus in the Unity Editor for the first time.

Use Naninovel -> Configuration or Edit -> Project Settings -> Naninovel to access the configuration menu.

Notice that all the configuration menus support Unity's presets feature ↗. It could be useful to create several configuration presets when deploying to different target platforms (eg, mobile, standalone, consoles, etc).

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It's possible to modify configuration objects at runtime, add new custom configurations and change the way the objects are accessed at runtime (eg, read configuration from JSON files stored on a remote host); see the custom configuration guide for more information.

Audio ​

PropertyDefault ValueDescription
Bgm LoaderBGM- (Addressable, Project)Configuration of the resource loader used with BGM audio resources.
Sfx LoaderSFX- (Addressable, Project)Configuration of the resource loader used with SFX audio resources.
Voice LoaderVoice- (Addressable, Project)Configuration of the resource loader used with voice audio resources.
Audio PlayerNaninovel Audio PlayerIAudioPlayer implementation responsible for playing audio clips.
Default Master Volume1Master volume to set when the game is first started.
Default Bgm Volume1BGM volume to set when the game is first started.
Default Sfx Volume1SFX volume to set when the game is first started.
Default Voice Volume1Voice volume to set when the game is first started.
Enable Auto VoicingFalseWhen enabled, each @print command will attempt to play an associated voice clip.
Voice Overlap PolicyPrevent OverlapDictates how to handle concurrent voice playback:
• Allow Overlap — Concurrent voices will be played without limitation.
• Prevent Overlap — Prevent concurrent voice playback by stopping any played voice clip before playing a new one.
• Prevent Character Overlap — Prevent concurrent voice playback per character; voices of different characters (auto voicing) and any number of @voice commands are allowed to be played concurrently.
Voice LocalesNullAssign language tags to allow selecting the voice language in the game settings independently of the main localization.
Default Fade Duration0.35Default duration (in seconds) of the volume fade in/out when starting or stopping playing audio.
Default Fade EasingLinearEasing function to use by default for the audio fades and modification.
Play Sfx While SkippingTrueWhether to play non-looped sound effects (SFX) while in skip mode. When disabled, will ignore @sfx commands without loop! while skipping.
Custom Audio MixerNullAudio mixer to control audio groups. When not specified, will use a default one.
Master Group PathMasterPath of the mixer's group to control master volume.
Master Volume Handle NameMaster VolumeName of the mixer's handle (exposed parameter) to control master volume.
Bgm Group PathMaster/BGMPath of the mixer's group to control background music volume.
Bgm Volume Handle NameBGM VolumeName of the mixer's handle (exposed parameter) to control background music volume.
Sfx Group PathMaster/SFXPath of the mixer's group to control sound effects volume.
Sfx Volume Handle NameSFX VolumeName of the mixer's handle (exposed parameter) to control sound effects volume.
Voice Group PathMaster/VoicePath of the mixer's group to control voice volume.
Voice Volume Handle NameVoice VolumeName of the mixer's handle (exposed parameter) to control voice volume.

Backgrounds ​

PropertyDefault ValueDescription
Default MetadataObject RefMetadata to use by default when creating background actors and custom metadata for the created actor ID doesn't exist.
MetadataObject RefMetadata to use when creating background actors with specific IDs.
Shared PosesObject RefNamed states (poses) shared between the backgrounds; pose name can be used as appearance in @back commands to set enabled properties of the associated state.
Scene Origin(0.50, 0.00)Reference point in the scene to be considered as origin for the managed actors.
Z Offset100Initial Z-axis offset (depth) from actors to the camera to set when the actors are created.
Z Step0.1Distance along the Z-axis to set between the actors when they are created; used to prevent z-fighting issues.
Default Duration0.35Default duration (in seconds) for all the actor modifications (changing appearance, position, tint, etc).
Default EasingLinearEasing function to use by default for all the actor modification animations (changing appearance, position, tint, etc).
Auto Show On ModifyTrueWhether to automatically reveal (show) an actor when executing modification commands.

Camera ​

PropertyDefault ValueDescription
Reference Resolution(1920, 1080)The reference resolution is used to evaluate proper rendering dimensions, so that actors are correctly positioned in the scene. As a rule of thumb, set this equal to the resolution of the background textures you make for the game.
Reference PPU100How many pixels correspond to a scene unit. Reducing this will make all the actors appear smaller and vice versa. The default value of 100 is recommended for most cases.
Aspect RatiosObject RefThe supported aspect ratios. When specified, will filter the available resolutions in game settings and enforce the aspect ratio with the managed cameras. Keep empty to not restrict or enforce the aspect ratios.

Note that this feature requires Naninovel's main camera to be the base camera. When using a multi-camera setup, make sure to disable Stack Camera in the configuration.
Match Screen WidthFalseWhether the reference scene rectangle width should be matched against the screen width. When enabled, relative (scene) position evaluation will use the screen border as the origin; otherwise, the reference resolution is used.
Initial Position(0.00, 0.00, -10.00)Initial world position of the managed cameras.
Stack CameraTrueWhether to look for existing "base" cameras and, when found, add (overlay) Naninovel's main camera to the base camera stack. You can also use the Setup Base Camera method of the Camera Events component to manually stack the camera, even when this option is disabled.
Stack Camera TagNullWhen Stack Camera is enabled, specifies the tag of the base camera to look for. If not specified, the first found base camera will be used.
Clear ColorRGBA(0.098, 0.098, 0.098, 1.000)The color used to clear the screen when rendering with the default camera.
Main CameraNullA prefab with a camera component to use for rendering. Will use a default one when not specified. In case you wish to set some camera properties (background color, FOV, HDR, etc) or add post-processing scripts, create a prefab with the desired camera setup and assign the prefab to this field.
Main Renderer-1URP renderer to use for the managed main camera. By default uses the renderer configured on the camera.
Use UI CameraTrueWhether to render the UI with a dedicated camera. This option is for backward compatibility and should not be disabled in new projects. Expect issues when disabled (eg, constant uGUI layout rebuilds on camera animations).
UI CameraNullA prefab with a camera component to use for UI rendering. Will use a default one when not specified. Has no effect when Use UI Camera is disabled.
UI Renderer-1URP renderer to use for the managed UI camera. By default uses the renderer configured on the camera. Has no effect when Use UI Camera is disabled.
Default Duration0.35Default duration (in seconds) for all the camera modifications (changing zoom, position, rotation, etc).
Default EasingLinearEasing function to use by default for all the camera modifications (changing zoom, position, rotation, etc).
Disable RenderingFalseWhether to disable Naninovel cameras by default when the engine is initialized. Useful when Naninovel is integrated as a drop-in dialogue system and shouldn't render after initialization.
Capture ThumbnailsTrueWhether to capture small screen previews when saving the game; these previews are then used in the save slots.
Thumbnail Resolution(240, 140)The resolution in which thumbnails to preview game save slots will be captured.
Hide UI In ThumbnailsFalseWhether to ignore the UI layer when capturing thumbnails.

Characters ​

PropertyDefault ValueDescription
Auto Arrange On AddTrueWhether to evenly distribute characters along the X-axis when adding a new character without a specified position.
Arrange Range(0.00, 1.00)Start (x) and end (y) positions (in the 0.0 to 1.0 range) relative to scene width representing the range over which the characters are arranged.
Default MetadataObject RefMetadata to use by default when creating character actors and custom metadata for the created actor ID doesn't exist.
MetadataObject RefMetadata to use when creating character actors with specific IDs.
Avatar LoaderCharacter Avatars- (Addressable, Project)Configuration of the resource loader used with character avatar texture resources.
Shared PosesObject RefNamed states (poses) shared between the characters; pose name can be used as appearance in @char commands to set enabled properties of the associated state.
Scene Origin(0.50, 0.00)Reference point in the scene to be considered as origin for the managed actors.
Z Offset50Initial Z-axis offset (depth) from actors to the camera to set when the actors are created.
Z Step0.1Distance along the Z-axis to set between the actors when they are created; used to prevent z-fighting issues.
Default Duration0.35Default duration (in seconds) for all the actor modifications (changing appearance, position, tint, etc).
Default EasingSmooth StepEasing function to use by default for all the actor modification animations (changing appearance, position, tint, etc).
Auto Show On ModifyTrueWhether to automatically reveal (show) an actor when executing modification commands.

Choice Handlers ​

PropertyDefault ValueDescription
Default Handler IDButtonListID of the choice handler to use by default.
Choice Button LoaderChoice Buttons- (Addressable, Project)Configuration of the resource loader used with custom choice button resources.
Default MetadataObject RefMetadata to use by default when creating choice handler actors and custom metadata for the created actor ID doesn't exist.
MetadataObject RefMetadata to use when creating choice handler actors with specific IDs.
Default Duration0.35Default duration (in seconds) for all the actor modifications (changing appearance, position, tint, etc).
Default EasingLinearEasing function to use by default for all the actor modification animations (changing appearance, position, tint, etc).
Auto Show On ModifyFalseWhether to automatically reveal (show) an actor when executing modification commands.

Engine ​

PropertyDefault ValueDescription
Override Objects LayerFalseWhether to assign a specific layer to all the engine objects. The engine's camera will use the layer for the culling mask. Use this to isolate Naninovel objects from being rendered by other cameras.
Objects Layer0When Override Objects Layer is enabled, the specified layer will be assigned to all the engine objects.
Async InstantiationTrueWhether to use Object.InstantiateAsync for instantiating engine objects, which moves most associated work off the main thread. Keep enabled unless experiencing issues.
Initialize On Application LoadTrueWhether to automatically initialize the engine when the application starts.
Check Unity VersionTrueWhether to warn when the Unity version is not supported.
Scene IndependentTrueWhether to apply DontDestroyOnLoad to the engine objects, making their lifetime independent of any loaded scenes. When disabled, the objects will be part of the Unity scene where the engine was initialized and will be destroyed when the scene is unloaded.
Show Initialization UITrueWhether to show a loading UI while the engine is initializing.
Custom Initialization UINullUI to show while the engine is initializing (when enabled). Will use a default one when not specified.
Enable BridgingTrueWhether to automatically start the bridging server to communicate with external Naninovel tools: IDE extension, Story Editor, etc.
Auto Generate MetadataTrueWhether to automatically generate project metadata when the Unity Editor is started and after compiling C# scripts.
Enable Development ConsoleTrueWhether to enable the development console.
Debug Only ConsoleTrueWhen enabled, the development console will only be available in development (debug) builds.

Input ​

PropertyDefault ValueDescription
Spawn Event SystemTrueWhether to spawn a Naninovel-specific event system; required for uGUI interactions. Disable if you'd like to initialize the event system yourself.
Event SystemNullA prefab with an EventSystem component to spawn on engine init and use for input processing. Will use the default event system when not assigned.
Input ActionsNullWhen Unity's Input System is installed, assign an input actions asset here.

To map input actions to Naninovel's inputs, add actions with names equal to the input names under an action map listed in Action Maps (Naninovel by default).

Will use the default input actions when not assigned.
Action MapsObject RefInput action map names in the specified Input Actions asset to register with the Naninovel input.
Rebind Timeout5How long, in seconds, to wait for a control to be activated when rebinding an input before canceling. Zero or below disables the timeout.
Rebind Cancel Key<Keyboard>/escapePath of the control which cancels rebinding an input when activated. Leave empty to disable.
Enable GyroscopeTrueWhether to enable the gyroscope device, which is disabled by default in Unity's Input System. Required to control the camera look by rotating a mobile device.
Detect Input ModeTrueWhether to change input mode when the associated device is activated. Eg, switch to gamepad when any gamepad button is pressed and switch back to mouse when a mouse button is clicked.
Disable InputFalseWhether to disable input processing by default when the engine is initialized. Useful when Naninovel is integrated as a drop-in dialogue system and shouldn't react to input after initialization.

Localization ​

PropertyDefault ValueDescription
LoaderLocalization- (Addressable, Project)Configuration of the resource loader used with the localization resources.
LanguagesObject RefRFC5646 language tags mapped to default language display names. Restart the Unity Editor for changes to take effect.
Source LocaleenLocale of the source project resources (language in which the project assets are being authored).
Expose Source LocaleTrueWhether to make the source locale available to the players, ie included in the language selection.

Disabling this option can be useful in case you'd like to share the source localizable text with a third party (eg, for proofreading), but don't want to share the scenario scripts. In that case, disable this option and add a dedicated locale for the source material, which can then be exported to the localization documents or spreadsheets.
Default LocaleNullLocale selected by default when running the game for the first time. Will select Source Locale when not specified.
Auto Detect LocaleTrueWhen enabled and the game is running for the first time, attempts to automatically detect the locale based on the system language. When successful and the locale is supported by the game, selects it; otherwise falls back to Default Locale.
Record Separator|Character used to join text fragments of a single localization record, such as the parts of a generic text line or multiple localizable parameter values of a command.
Annotation Prefix>String to insert before annotation lines to distinguish them from the localized text. Annotations are comments optionally added to the generated localization documents to provide additional context for the translators, such as the author of the printed text messages, inlined commands and command lines containing localized parameters. The localized parts of such annotations are replaced with their text IDs, as the text itself is placed on the next comment line.

Managed Text ​

PropertyDefault ValueDescription
LoaderText- (Addressable, Project)Configuration of the resource loader used with the managed text documents.
Multiline DocumentsObject RefLocal resource paths of the managed text documents for which to use multiline format.

Movies ​

PropertyDefault ValueDescription
LoaderMovies- (Addressable, Project)Configuration of the resource loader used with movie resources.
Skip On InputTrueWhether to skip movie playback when the player activates the SkipMovie input.
Skip FramesTrueWhether to skip frames to catch up with the current time.
Fade Duration1Time in seconds to fade in/out before starting/finishing playing the movie.
Custom Fade TextureNullTexture to show while fading. Will use a simple black texture when not specified.
Play Intro MovieFalseWhether to automatically play a movie after engine initialization and before showing the title menu.
Intro Movie NameNullPath to the intro movie resource.

Resource Provider ​

PropertyDefault ValueDescription
Resource PolicyConservativeDictates when the resources are loaded and unloaded during script execution:

• Conservative — The default mode with balanced memory utilization. All the resources required for script execution are preloaded when starting playback and unloaded when the script has finished playing. Scripts referenced in @gosub commands are preloaded as well. Additional scripts can be preloaded by using the hold parameter of the @goto command.

• Optimistic — All the resources required by the played script, as well as all resources of the scripts specified in @goto and @gosub commands, are preloaded and not unloaded unless the release parameter is specified in the @goto command. This minimizes loading screens and allows smooth rollback, but requires manually specifying when the resources should be unloaded, increasing the risk of out-of-memory exceptions.

• Lazy — No resources are preloaded for executed scripts when starting playback, and no loading screens are automatically shown. Instead, only the resources required for the next few commands are loaded "on the fly" while the script is playing, and resources used by executed commands are immediately released. This policy requires no scenario planning or manual control and consumes the least memory, but it may result in stutters during gameplay due to resources being loaded in the background — especially when fast-forwarding (skip mode) or performing rollback.
Lazy Buffer25When the lazy resource policy is enabled, controls the size of the preload buffer, that is, the maximum number of script commands to preload.
Lazy PriorityBelow NormalWhen the lazy resource policy is enabled, controls the background thread priority where the resources are loaded. Decrease to minimize stutters at the cost of longer load times.
Remove ActorsTrueWhether to automatically remove unused actors (characters, backgrounds, text printers and choice handlers) when unloading script resources. Note that even when enabled, it's still possible to remove actors manually with @remove commands at any time.
Enable Build ProcessingTrueWhether to register a custom build player handler to process the assets assigned as Naninovel resources.

Warning: In order for this setting to take effect, it's required to restart the Unity Editor.
Auto Build BundlesTrueWhether to automatically build the addressable asset bundles when building the player.
Label By ScriptsTrueWhether to label all the Naninovel addressable assets by the scenario script path they're used in. When Bundle Mode is set to Pack Together By Label in the addressable group settings, will result in more efficient bundle packing.

Note that script labels will be assigned to all the assets whose address starts with Naninovel/, which includes assets manually exposed to the addressable resource provider (without using the resource editor menus).
Local Root Path%DATA%/ResourcesPath root to use for the local resource provider. Can be an absolute path to the folder where the resources are located, or a relative path with one of the available origins:
• %DATA% — Game data folder on the target device (UnityEngine.Application.dataPath).
• %PDATA% — Persistent data directory on the target device (UnityEngine.Application.persistentDataPath).
• %STREAM% — "StreamingAssets" folder (UnityEngine.Application.streamingAssetsPath).
• %SPECIAL{F}% — An OS special folder (where F is a value from System.Environment.SpecialFolder).
Video Stream Extension.mp4When streaming videos under WebGL (movies, video backgrounds), specify the extension of the video files.
Reload ScriptsTrueWhether to watch and hot reload modified scenario scripts stored under the local provider directory.

Script Player ​

PropertyDefault ValueDescription
Default Skip ModeRead OnlyDefault skip mode to set when the game is first started.
Skip Time Scale10Time scale to use when in skip (fast-forward) mode. Set to 1 to disable changing the time scale on skip.
Min Auto Play Delay1Minimum seconds to wait before executing the next command while in autoplay mode.
Complete On ContinueTrueWhether to instantly complete blocking (wait!) commands performed over time (eg, animations, hide/reveal, tint changes, etc) when the Continue input is activated.
Show Debug On InitFalseWhether to show the script player debug window on engine initialization.
Wait By DefaultFalseWhether to wait for the played commands when the wait parameter is not explicitly specified. Only applicable to the awaitable (asynchronous) commands.

WARNING: Don't enable in new projects, as this option is kept for backward compatibility and will be removed in the next release.
Show Loading UIFalseWhether to automatically show ILoadingUI during the script pre-/loading and engine reset operations. Allows masking the resource loading process with the loading screen.

Scripts ​

PropertyDefault ValueDescription
LoaderScripts- (Addressable, Project)Configuration of the resource loader used with scenario script resources.
Script CompilerNaninovel Script CompilerIScriptCompiler implementation to use for transforming source scenario text into script assets. Reimport script assets after modifying this setting for changes to take effect.
Compiler LocalizationObject RefLocale-specific NaniScript compiler options. Will propagate to the IDE extension on metadata sync. Restart the Unity Editor and reimport script assets for changes to take effect.
Initialization ScriptNullLocal resource path of the script to play right after the engine initialization.
Title ScriptTitleLocal resource path of the script to play when showing the Title UI. Can be used to set up the title screen scene (background, music, etc).
Start Game ScriptEntryLocal resource path of the script to play when starting a new game. Will use the first available when not specified.
Auto Add ScriptsTrueWhether to automatically add created scenario scripts to the resources.
Auto Resolve PathTrueWhether to automatically resolve and update resource paths whenever scripts are created, renamed or moved.
Hot Reload ScriptsTrueWhether to reload modified (both via the Story Editor and external editors) scripts and apply changes during Play mode without restarting the playback.
Watch ScriptsTrueWhether to run a file system watcher over .nani files. Required to register script changes when edited with an external application.
Show Script NavigatorFalseWhether to auto-show the script navigator UI after the engine is initialized (requires IScriptNavigatorUI available in UI resources).
Enable Story EditorTrueWhether to enable the Story Editor app.
Show Selected ScriptTrueWhether to open selected scenario script assets inside the Story Editor.
Enable Community ModdingFalseWhether to allow adding external scenario scripts to the build.
External LoaderScripts- (Local)Configuration of the resource loader used to locate external scenario script resources.

Note that External Loader is used only to locate the scripts; you still need to configure Loader to actually load them; see the community modding guide for more info.

Spawn ​

PropertyDefault ValueDescription
LoaderSpawn- (Addressable, Project)Configuration of the resource loader used with spawn resources.

State ​

PropertyDefault ValueDescription
Save Folder NameSavesName of the folder under the persistent data directory where the save files (game saves, global state and settings) are stored.
Default Settings Slot IDSettingsThe name of the settings save file.
Default Global Slot IDGlobalSaveThe name of the global save file.
Save Slot MaskGameSave{0:000}Mask used to name save slots.
Quick Save Slot MaskGameQuickSave{0:000}Mask used to name quick save slots.
Auto Save Slot MaskGameAutoSave{0:000}Mask used to name autosave slots.
Save Slot Limit99Maximum number of save slots.
Quick Save Slot Limit18Maximum number of quick save slots.
Auto Save Slot Limit18Maximum number of autosave slots.
Auto Save On QuitTrueWhether to autosave the game before exiting to title or when the application is closed while not in the title menu (doesn't work in the editor).
Binary Save FilesTrueWhether to compress and store the saves as binary files (.nson) instead of text files (.json). This will significantly reduce the file size and make them harder to edit (to prevent cheating), but will consume more memory and CPU time when saving and loading.
Reset On GotoFalseWhether to reset the state of the engine services when loading another script via the @goto command. Can be used instead of the @resetState command to automatically unload all the resources on each goto.
Show Loading UITrueWhether to automatically show ILoadingUI while loading the game state.
Enable State RollbackTrueWhether to enable the state rollback feature that allows the player to rewind the script.

Note that the rollback feature has a performance cost, as it effectively serializes the entire game state on each player interaction, resulting in many heap allocations. If your game does not require the rollback feature, disable it here instead of simply removing the rollback input.

Be aware that even when disabled here, rollback remains enabled in the Unity Editor, as it is required for the hot reload feature; the configuration is respected in player builds.
State Rollback Steps1024The number of state snapshots to keep at runtime; determines how far back the rollback (rewind) can be performed. Increasing this value will consume more memory.
Saved Rollback Steps128The number of state snapshots to serialize (save) under the save game slots; determines how far back the rollback can be performed after loading a saved game. Increasing this value will enlarge save game files.
Recovery RollbackTrueWhether to roll back to the start of the played script when loading a game state where the script was modified after the save was made.
Game State HandlerNaninovel Universal Game State SerializerImplementation responsible for de-/serializing local (session-specific) game state; see the state management guide on how to add custom serialization handlers.
Global State HandlerNaninovel Universal Global State SerializerImplementation responsible for de-/serializing global game state; see the state management guide on how to add custom serialization handlers.
Settings State HandlerNaninovel Universal Settings State SerializerImplementation responsible for de-/serializing game settings; see the state management guide on how to add custom serialization handlers.

Text Printers ​

PropertyDefault ValueDescription
Default Printer IDDialogueID of the text printer to use by default.
Default Base Reveal Speed0.5Base reveal speed (game settings) to set when the game is first started.
Default Base Auto Delay0.5Base auto delay (game settings) to set when the game is first started.
Max Reveal Delay0.06Delay limit (in seconds) when revealing (printing) the text messages. Specific reveal speed is set via message speed in the game settings; this value defines the available range (the higher the value, the lower the reveal speed).
Max Auto Wait Delay0.02Delay limit (in seconds) per each printed character while waiting to continue in autoplay mode. Specific delay is set via auto delay in the game settings; this value defines the available range.
Scale Auto WaitTrueWhether to scale the wait time in autoplay mode by the reveal speed set in the print commands.
Skip Print Delay0When above zero, each print command will wait for the specified time (in seconds, unscaled) while skip mode (fast-forward) is enabled. Use to slow down the playback while skipping.
Default MetadataObject RefMetadata to use by default when creating text printer actors and custom metadata for the created actor ID doesn't exist.
MetadataObject RefMetadata to use when creating text printer actors with specific IDs.
Scene Origin(0.50, 0.00)Reference point in the scene to be considered as origin for the managed actors.
Z Offset0Initial Z-axis offset (depth) from actors to the camera to set when the actors are created.
Z Step0Distance along the Z-axis to set between the actors when they are created; used to prevent z-fighting issues.
Default Duration0.35Default duration (in seconds) for all the actor modifications (changing appearance, position, tint, etc).
Default EasingLinearEasing function to use by default for all the actor modification animations (changing appearance, position, tint, etc).
Auto Show On ModifyFalseWhether to automatically reveal (show) an actor when executing modification commands.

UI ​

PropertyDefault ValueDescription
UI LoaderUI- (Addressable, Project)Configuration of the resource loader used with UI resources.
Font LoaderFonts- (Addressable, Project)Configuration of the resource loader used with font resources.
Override Objects LayerTrueWhether to assign a specific layer to all the UI objects managed by the engine. Required for some of the built-in features, eg Toggle UI.
Objects Layer5When Override Objects Layer is enabled, the specified layer will be assigned to all the managed UI objects.
Font OptionsObject RefFont options that should be available in the game settings UI (in addition to Default) for the player to choose from.
Default FontNullFont name from Font Options to apply by default when the game is first started. When not specified, the Default font is applied.

Unlockables ​

PropertyDefault ValueDescription
LoaderUnlockables- (Addressable, Project)Configuration of the resource loader used with unlockable resources.

Variables ​

PropertyDefault ValueDescription
Meta By DefaultFalseWhether to treat all variables as meta by default. Meta variables are not reset when starting a new game and are autosaved on change. Useful for the dialogue mode when the engine is reset constantly and game state is handled externally.
Predefined VariablesObject RefThe list of variables to initialize by default. Meta variables are initialized on first application start, and others on each state reset (except constants).