Unity integration
Arcweave provides a free plugin for importing your Arcweave projects into Unity.
This plugin supports data that is either:
- Exported from Arcweave via Export for Unity (available to all workspace tiers) or
- Fetched via Arcweave's REST API (available to Team workspaces only).
Tutorials
For a step-by-step walkthrough and videos on this integration, see the Unity integration tutorial.
Plugin repository
You can download the Arcweave plugin for Unity using its GitHub link.
Example Project
Explore our Unity example project to see Arcweave's implementation with Unity in action.

The project uses Arcweave's project template called Game Engine Example.

To recreate the Game Engine Example template:
- Go to the workspace's Projects section.
- Click the + New project button.
- Select a template from the menu.
Install the plugin
Choose one of the following methods to install the Arcweave plugin for Unity:
The bundled demo requires Unity UI (com.unity.ugui version 2.0.0 or a compatible production release). If your project does not already include it, install it from Window > Package Manager before importing the plugin. New Unity 6000.5 projects do not include this package by default.
From GitHub
Downloading and manually installing the plugin from GitHub is the recommended solution. To do so:
- Download this repository as a ZIP file from GitHub.
- Extract the ZIP file.
- Copy the
/Assets/Arcweavefolder into your Unity project'sAssetsfolder.
From Unity Asset Store
You can also download and install the plugin from the Unity Asset Store:
- 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.
Get Arcweave data
Via Export for Unity
In Arcweave:
- Open your project.
- Click the Export project icon in the top bar.
- Go to the Engine tab.
- Select Export for Unity.
- Keep Include assets selected if your project uses images or audio. It is selected by default.
- Click Export.
You will get a .zip file containing:
project.json: all data of your Arcweave project- (Optional)
assets/: the project's asset files, in the same folder structure as the project's asset library (if Include assets was selected) - (Optional)
cover/: the project cover image, if the project has one (if Include assets was selected)
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.
Via REST API
Use of Arcweave REST API is available to Team workspaces only.
You will need:
- Your Team workspace API key with Read projects enabled (found in your workspace's API section).
- Your project hash (found in your project's Settings > Properties).
Create ArcweaveProjectAsset
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.
Import settings
Choose your import source:
- From Json: Set Import Source to From Json, then drag your
project.jsonfile into the Project JSON File field. - From Web: Set Import Source to From Web, then enter your User API Key and Project Hash. To import a specific language, enter its code in Language ISO; select Fallback Content to fill missing translations from the language's Translates from chain.
Click the import button (Import Project FromJson or Import Project FromWeb) to begin the import.
After successful import, the Inspector displays:
- The project name
- The imported project data, including global variables and scoped variables nested under their boards or components
- An "Open Project Viewer" button for viewing the project flowchart
Demo scene
The plugin includes a Demo folder with a complete example scene.
Run the demo
- Open ArcweaveDemoScene from the Demo folder.
- Select the ArcweavePlayer GameObject in the hierarchy.
- Assign your imported project asset to the Aw field.
- Press Play.
Unity 6+ fix
If your project's Active Input Handling (Edit > Project Settings > Player > Other Settings) is set to Input System Package (New), the demo's legacy Standalone Input Module can't read input, and UI buttons won't respond to clicks. Update the EventSystem's input module:
- In the Hierarchy, select the EventSystem GameObject.
- In the Inspector, find the Standalone Input Module component.
- Click the Replace with InputSystemUIInputModule button.
Projects set to Input Manager (Old) or Both can keep the Standalone Input Module.
Add image assets
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().
Add audio assets
If your Arcweave project uses audio:
- Create a
Resourcesfolder in your Unity project (if it doesn't exist). - Copy your audio files into the
Resourcesfolder. - Ensure audio filenames match the asset names in Arcweave.
Each element's audio is available through GetAudioAssets(). Call TryGetAudioClip() on an audio asset to load its clip with Resources.Load<AudioClip>(), using the filename without its extension.
Plugin reference guide
Project
The root container for an imported Arcweave project. Access via ArcweaveProjectAsset.Project.
Properties
| Property | Type | Description |
|---|---|---|
name | string | Project name |
Boards | List<Board> | All boards in the project |
components / Components | List<Component> | All components (characters/entities) |
Variables | List<Variable> | All global variables |
StartingElement | Element | Entry point for the narrative |
Methods
| 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, string scope = null) | Get a global by name, or pass an owner custom ID for a scoped variable |
IEnumerable<Variable> GetAllVariables() | Enumerate global, board, and component variables |
bool SetVariable(string name, object value) | Set a global variable |
bool SetVariable(string name, string scope, object value) | Set a board or component variable |
bool SetVariableById(string id, object value) | Set any variable by its stable Arcweave ID |
void ResetVariablesToDefaultValues() | Reset all global and scoped variables to defaults |
string SaveVariables() | Serialize current global and scoped state to JSON |
void LoadVariables(string json) | Restore global and scoped state from JSON |
int Visits(string elementId) | Get visit count for an element |
void ResetVisits() | Reset all visit counts to 0 |
Scoped variables
String Field, Boolean, Integer, and Float attributes become scoped variables when both the attribute and its owning board or component have custom IDs. The attribute custom ID is the variable name; the owner custom ID is its scope:
health = 100
castle.health = 10
hero.health = 20Project.Variables contains globals. Each board or component exposes its own Variables collection, while GetAllVariables() enumerates every scope. Unqualified lookups remain global-only.
Variable globalHealth = project.GetVariable("health");
Variable boardHealth = project.GetVariable("health", "castle");
Variable componentHealth = project.GetVariable("health", "hero");
project.SetVariable("health", 100);
project.SetVariable("health", "castle", 10);
project.SetVariable("health", "hero", 20);The attribute's Arcweave ID remains the stable variable ID used by runtime changes and saved state. A String Field attribute with null data imports as an empty string.
Board
Container for narrative nodes.
Properties
| Property | Type | Description |
|---|---|---|
Id | string | Unique identifier |
CustomId | string | Arcweave custom ID used as a variable scope |
Name | string | Board name |
Nodes | List<INode> | All nodes (Elements, Branches, Jumpers) |
Notes | List<Note> | Annotation notes |
Attributes | List<Attribute> | Board attributes |
Variables | List<Variable> | Variables scoped to this board |
Methods
| Method | Description |
|---|---|
T NodeWithID<T>(string id) | Get node by ID and type |
Element ElementWithID(string id) | Get element by ID |
Element
A narrative node containing dialogue content.
Properties
| 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 |
AudioAssets | AudioAsset[] | Audio assets attached to this element |
Methods
| 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 |
AudioAsset[] GetAudioAssets() | Get the audio assets attached to this element |
Code Example
// 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);
}
}Connection
Link between nodes with optional label.
Properties
| 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 |
Methods
| Method | Description |
|---|---|
void RunLabelScript() | Evaluate Arcscript → updates RuntimeLabel |
Branch
Conditional branching node with if/elseif/else logic.
Properties
| Property | Type | Description |
|---|---|---|
Id | string | Unique identifier |
Conditions | List<Condition> | Ordered conditions (first true wins) |
colorTheme | string | Visual theme color |
Condition
Single condition in a branch.
Properties
| Property | Type | Description |
|---|---|---|
Id | string | Unique identifier |
Script | string | Arcscript condition expression |
Output | Connection | Output connection if true |
Methods
| Method | Description |
|---|---|
bool Evaluate() | Evaluate condition (empty scripts return true) |
Jumper
Navigation shortcut to another element.
Properties
| Property | Type | Description |
|---|---|---|
Id | string | Unique identifier |
Target | Element | Target element to jump to |
Component
Character or entity definition. Not a Unity MonoBehaviour.
Properties
| Property | Type | Description |
|---|---|---|
Id | string | Unique identifier |
CustomId | string | Arcweave custom ID used as a variable scope |
Name | string | Component name |
Attributes | List<Attribute> | Custom attributes |
Variables | List<Variable> | Variables scoped to this component |
cover | Cover | Cover image reference |
Methods
| Method | Description |
|---|---|
Texture2D GetCoverImage() | Load cover image from Resources |
Attribute
Custom metadata on elements, components, or boards.
Properties
| Property | Type | Description |
|---|---|---|
Id | string | Stable Arcweave attribute ID |
CustomId | string | Variable name for an eligible scoped attribute |
Name | string | Attribute name |
Type | DataType | Plain/rich string, component/asset list, bool, integer, float |
data | object | Attribute data (lazy-evaluated for RichText) |
containerType | ContainerType | Element, Component, or Board |
containerId | string | ID of the container |
Variable
Global, board-scoped, or component-scoped state variable. Supports: int, double, bool, string.
Properties
| Property | Type | Description |
|---|---|---|
Id | string | Stable Arcweave variable or attribute ID |
Name | string | Variable name |
Value | object | Current value |
DefaultValue | object | Initial value |
Parent | IHasVariables | Owning board/component; null for globals |
Type | Type | System.Type of the value |
Methods
| Method | Description |
|---|---|
void ResetToDefaultValue() | Reset to default value |
Cover
Image or video reference.
Properties
| Property | Type | Description |
|---|---|---|
type | Cover.Type | Image, Youtube, or Undefined |
filePath | string | Asset filename |
Methods
| Method | Description |
|---|---|
Texture2D ResolveImage() | Load image from Resources folder |
Options
Available paths from an element. Created by Element.GetOptions().
Properties
| 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 |
Path
Resolved path to a target element.
Properties
| Property | Type | Description |
|---|---|---|
label | string | Connection label (if any) |
text | string | Label or target element's title |
TargetElement | Element | Destination element |
Methods
| Method | Description |
|---|---|
void ExecuteAppendedConnectionLabels() | Run Arcscript in all connection labels along path |
ArcweavePlayer
Event-driven narrative player (demo helper class).
Inspector Fields
| Field | Type | Description |
|---|---|---|
aw | ArcweaveProjectAsset | The project to play |
autoStart | bool | Auto-start on scene load |
Events
| 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 |
Methods
| Method | Description |
|---|---|
void PlayProject() | Start or restart the narrative |
void Save() | Save current state to PlayerPrefs |
void Load() | Load and restore saved state |
Important Notes
The EventSystem's input module must match Active Input Handling: If the project uses Input System Package (New), as Unity 6 projects can, replace the EventSystem's Standalone Input Module with InputSystemUIInputModule. Otherwise, UI buttons won't respond to clicks. See Unity 6+ 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 global and scoped variables to defaults and all visit counts to 0.Scoped variables require a scope:
GetVariable("health")searches globals only. Pass the owning board or component custom ID to access a scoped variable.Images and audio must be in a Resources folder: Cover images and audio clips 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).
Troubleshooting
❌ UI buttons don't respond to clicks in Unity 6 or newer versions
✅ If Active Input Handling (Edit > Project Settings > Player > Other Settings) is set to Input System Package (New), the EventSystem needs the Input System's UI module. Perform the following steps:
- Select EventSystem in the Hierarchy.
- In the Inspector, locate Standalone Input Module.
- Click Replace with InputSystemUIInputModule.
❌ Images not loading
GetCoverImage() returns null.
✅ 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.
❌ RuntimeContent is empty or shows Arcscript markup
You are seeing {variable_name} or if/endif blocks in text.
✅ Always call RunContentScript before reading RuntimeContent
element.RunContentScript();❌ Getting NullReferenceException when accessing variables
Variables are null or throw errors.
✅ Call Initialize once before using the project:
project.Initialize();❌ Choices/paths not appearing
GetOptions() returns no paths or wrong paths.
✅ 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.
❌ Save/Load not working
Load() doesn't restore the correct state.
✅ Ensure you called Save() before Load().
✅ PlayerPrefs persists between sessions - use PlayerPrefs.DeleteAll() to clear if testing.
✅ Check the save keys exist: PlayerPrefs.HasKey("arcweave_save_currentElement").
❌ Import button is disabled
✅ From Json: Drag a TextAsset (.json file) into the Project JSON File field.
✅ From Web: Fill in both the User API Key and Project Hash fields.
✅ Ensure the JSON file is valid (open it in a text editor to verify it's not corrupted)
License
See the LICENSE file on GitHub for details.