Exporting to your engine
Description: Getting dialogues and quests out of Narratyr and into Unreal, Unity, or Godot.
Each supported engine has a first-party exporter and a runtime library. The exporter turns your documents into something the engine imports natively; the runtime walks the graph during play and hands your game the results.
The shape of it
- Export from Narratyr, targeting your engine.
- Import the result — the engine plugin handles it as a native asset.
- Drive it at runtime through the runtime library: start a dialogue, present the lines and choices with your own UI, and react to the actions it emits.
Narratyr doesn't draw your dialogue UI. It tells you what to show and what the player's options are; presentation stays yours.
Supported engines
| Engine | Ships as | Language |
|---|---|---|
| Unreal Engine | UE5 plugin, no engine rebuild | C++ and Blueprint |
| Unity | UPM package with a custom importer | C# |
| Godot | Godot 4 addon | GDScript |
Each ships with a sample project. Downloads and per-engine details are on the integrations page.
Targeting an engine that isn't listed? The exported data is documented rather than opaque — The expression AST covers the part a custom runtime has to interpret for itself.
Keeping exports current
Exports are derived artifacts — regenerate them when the source documents change. Teams typically either export as part of a build step or commit the exported assets alongside the documents; both work, so pick whichever matches how your project handles generated content.