Pardon our dust! Docs for Yarn Spinner for Unity 3.2 and Yarn Spinner for Godot C# are on docs.yarnspinner.dev (the old docs site). Docs for Yarn Spinner for Unity 3.3 (pre-release, out ASAP), Yarn Spinner for Godot GDScript and Yarn Spinner for Unreal Engine (work in progress) are on /docs/ (the new docs site).

Setting Up Your Godot (GDScript) Project for Yarn Spinner

When you use Yarn Spinner, you write your dialogue in .yarn files, and a .yarnproject file says which of them belong together. When these files are in your Godot project, the plugin imports them like any other asset:

  • A Yarn Project (.yarnproject) is compiled on import. The compiled result is what a YarnDialogueRunner runs, so this is the file you point the runner at.
  • A Yarn Script (.yarn) isn’t compiled on its own. When you save one, the plugin recompiles every Yarn Project that includes it.

The plugin also adds a Yarn Spinner tab to the editor, an Inspector for Yarn Projects, and a few smaller tools.

  • Yarn Projects: which scripts a project includes, how it compiles, and everything in its Inspector.
  • Importing Yarn Files: what happens when you add or change a .yarn file, including edits made outside Godot.
  • Editor Tools: the Yarn Spinner tab, the Commands and Functions palette, and what the plugin adds to the Inspector.
Get started Yarn Projects Creating a Yarn Project, choosing its scripts, compiling it, and the tools in its Inspector.