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The native C# Patter runtime: Engine + Flow over a compiled .patterc bundle - scenes,
blocks, run/choice/branch/sequence selectors, sticky/fallback options, call-return jumps,
conditions + effects, visit counts, {@ref} interpolation, game events, tags, gameData
merge-at-read, and whole-game save/load (PatterSave).
A .patterc ScriptedImporter: drop the file in and it becomes a PatterBundleAsset (with
a custom Inspector); Bundle.CreateEngine() from there.
Localisation: play any locale of an Embedded bundle, switch live with SetLocale, or ship
an IDs-only bundle and localise in your own system. Closed-caption cue stripping via SetClosedCaptions.
Audio resolution: PatterAudioResolver resolves each line to its winning take from a patteraudio.json manifest (it resolves the path; playback stays yours).
Live state: Window ▸ Patterplay ▸ Runtime State watches and edits a running engine's @patter properties (type-aware editors + reset-to-default) and saves / loads the run.
Live Link: PatterDebugLink streams the story cursor to Patterpad and hot-reloads edited
bundles into the running game (ApplyLiveBundle: strings-only or full swap, state kept).
Structure introspection: GetOutline() / GetBeatSequence() expose the authored tree
(per-beat text, character, gameData, tags) for tooling.
Samples (import via Package Manager), each with a ready-made scene - import, open the
scene, press Play: Play-through demo (the minimal integration) and the Tour demo
(the interactive Patter tour, with optional audio resolution).