github inkle/ink 0.4.0
Version 0.4

latest releases: v.1.2.0, v1.2.0, v1.1.1...
8 years ago

Biggest change: We've removed ink's dependency on Newtonsoft.Json.dll. When you install this latest of ink (in Unity), make sure that that the dll has been removed (unless you're using it for something else of course!) This should make Unity integration a lot more stable, and remove the compatibility bugs we've been having (especially on Windows) once and for all.

It also means that you can use .NET 2.0 Subset rather than .NET 2.0, making it possible to create WebGL builds without hundreds of megabytes of JavaScript!


The build includes extra functionality for the play mode of the command line inklecate compiler. This was mainly to support inky, but you may find it useful if you use play mode too:

  • As well as typing in choice numbers, you can also type ink expressions, such as myVar to print the value of a variable, myVar = 6 to perform an assignment, or -> myKnot to jump straight to another place entirely in your story.
  • Launch the play mode with the additional -k argument to keep inklecate running even after the story as finished. This allows you to continue to evaluate expressions like -> differentKnot, to try different sections of your story, especially if it's designed to be played in fragments within your game engine.
  • Ability to get the source line and file from a particular point in the full output text, by using DebugSource(<character offset>). This isn't very human-friendly, and it's really designed for inky to be able to alt-click output text in the player window and jump to the source in the editor.

Also included are a few small bug fixes including:

  • The ability to use threads within inline logic. For example {first|second|<- pullLogicFromThread}.
  • Fix for compiler crash if you attempt to use an empty sequence, e.g. {!}.

Unity users: What should you download?

If you're using Unity, the UnityInkIntegration package is all you need!

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