Variables
StoryFlow variables are the backbone of dynamic storytelling. They store state that persists throughout your story - tracking player choices, inventory, stats, and any other data your narrative depends on. This guide covers how to interact with them from Unity using C#.
Variable Types
Every variable in a StoryFlow project carries a set of core properties:
- Id - A generated hash identifier (e.g.,
var_A3F8B21C). Used internally by the runtime. - Name - The human-readable display name. This is the string you pass to getter/setter methods from C#.
- Type - One of the
StoryFlowVariableTypeenum values. - Value - The current value, stored as a
StoryFlowVariant. - IsArray - Whether this variable holds a single value or an array of values.
- EnumValues - For Enum-type variables, the list of valid option strings.
StoryFlowVariableType Enum
The plugin defines the following variable types:
| Type | Category | Description |
|---|---|---|
Boolean | Core | True or false flags (quest completed, has item, etc.) |
Integer | Core | Whole numbers (gold, health, counts) |
Float | Core | Decimal numbers (percentages, multipliers) |
String | Core | Text values (names, messages, locations) |
Enum | Core | One value from a predefined set of named options |
Image | Asset reference | Reference to an image asset (used internally by the runtime) |
Audio | Asset reference | Reference to an audio asset (used internally by the runtime) |
Character | Asset reference | Reference to a character definition (used internally by the runtime) |
Core vs Asset Types
The five core types (Boolean, Integer, Float, String, Enum) are the ones you will interact with most often from C#. The asset reference types (Image, Audio, Character) are managed internally by the StoryFlow runtime to resolve media references during dialogue execution. You typically do not need to read or write asset-type variables directly.
StoryFlowVariant
StoryFlowVariant is the type-safe value container used throughout the plugin. It holds one value at a time along with its type tag, so you always know what kind of data you are working with.
Getter methods return a default if the variant holds a different type:
| Method | Return Type | Default |
|---|---|---|
GetBool(defaultValue) | bool | false |
GetInt(defaultValue) | int | 0 |
GetFloat(defaultValue) | float | 0f |
GetString(defaultValue) | string | "" |
GetEnum(defaultValue) | string | "" |
GetArray() | List<StoryFlowVariant> | Empty list |
Setter methods update the value and its type tag:
SetBool(bool value)SetInt(int value)SetFloat(float value)SetString(string value)SetEnum(string value)
Factory methods create a variant from a typed value:
// Create variants from typed values
StoryFlowVariant boolVal = StoryFlowVariant.Bool(true);
StoryFlowVariant intVal = StoryFlowVariant.Int(42);
StoryFlowVariant floatVal = StoryFlowVariant.Float(3.14f);
StoryFlowVariant strVal = StoryFlowVariant.String("Hello");
StoryFlowVariant enumVal = StoryFlowVariant.Enum("Hard");
// Read values back
bool b = boolVal.GetBool(); // true
int i = intVal.GetInt(); // 42
float f = floatVal.GetFloat(); // 3.14
string s = strVal.GetString(); // "Hello"
// ToString() for display / logging
string display = intVal.ToString(); // "42"
// Array support
var items = new List<StoryFlowVariant>();
items.Add(StoryFlowVariant.Int(1));
items.Add(StoryFlowVariant.Int(2));
StoryFlowVariant arrayVal = new StoryFlowVariant();
arrayVal.ArrayValue = items;
List<StoryFlowVariant> retrieved = arrayVal.GetArray(); Local vs Global Scope
StoryFlow variables exist in one of two scopes, and the scope determines their lifetime and visibility:
| Property | Local Variables | Global Variables |
|---|---|---|
| Defined in | Per-script (.sfe file) | Project level (global-variables.json) |
| Lifetime | Copied fresh when a script starts executing | Shared across all components for the entire session |
| Visibility | Only accessible within that script | Accessible from any script, any component |
| Storage | StoryFlowComponent instance | StoryFlowManager.Instance |
| Cross-component | No - each component has its own copy | Yes - changes in one component are visible to all others |
Scope Determines Behavior
The global parameter (default false) on every Get/Set method determines search behavior. When false, the method searches local variables first, then falls back to global variables if no match is found. When true, only global variables are searched. Local variables are per-component and reset on each script load, while global variables persist and are shared across every StoryFlowComponent via the StoryFlowManager.
// Reading a local variable (scoped to this component's current script)
bool hasKey = component.GetBoolVariable("hasKey", global: false);
// Reading a global variable (shared across all components)
int playerGold = component.GetIntVariable("playerGold", global: true); Reading Variables
The StoryFlowComponent exposes typed getter methods for reading variable values:
| Method | Parameters | Return Type |
|---|---|---|
GetBoolVariable | string name, bool global = false | bool |
GetIntVariable | string name, bool global = false | int |
GetFloatVariable | string name, bool global = false | float |
GetStringVariable | string name, bool global = false | string |
GetEnumVariable | string name, bool global = false | string |
Each method looks up the variable by its display name in either the local (component) or global (manager) store, then returns the value cast to the appropriate type. If the variable is not found, the type's default value is returned.
StoryFlowComponent sf = GetComponent<StoryFlowComponent>();
// Local variables
bool questComplete = sf.GetBoolVariable("questComplete", global: false);
string playerName = sf.GetStringVariable("playerName", global: false);
// Global variables
int gold = sf.GetIntVariable("playerGold", global: true);
float reputation = sf.GetFloatVariable("reputation", global: true);
string difficulty = sf.GetEnumVariable("difficulty", global: true); Variable Names
Variable names are the human-readable display names you assign in the StoryFlow Editor (e.g., playerGold, questComplete). You pass these names directly to getter/setter methods - no need to look up internal IDs. The global parameter disambiguates local and global variables that share the same name.
Setting Variables
The component also exposes typed setter methods:
| Method | Parameters | Returns |
|---|---|---|
SetBoolVariable | string name, bool value, bool global = false | void |
SetIntVariable | string name, int value, bool global = false | void |
SetFloatVariable | string name, float value, bool global = false | void |
SetStringVariable | string name, string value, bool global = false | void |
SetEnumVariable | string name, string value, bool global = false | void |
Setting a variable updates the value in the appropriate scope and fires the OnVariableChanged event (see below). This means your game logic can react immediately to any change, whether triggered by a node in the StoryFlow graph or by your own C# code.
StoryFlowComponent sf = GetComponent<StoryFlowComponent>();
// Set a local boolean (e.g., after player picks up a key)
sf.SetBoolVariable("hasKey", true, global: false);
// Set a global integer (e.g., award gold for completing a quest)
sf.SetIntVariable("playerGold", 500, global: true);
// Set a global enum (e.g., change difficulty at runtime)
sf.SetEnumVariable("difficulty", "Hard", global: true); OnVariableChanged Event
Every time a variable changes - whether from node execution inside the StoryFlow graph or from a direct C# call - the OnVariableChanged event fires on the component.
Signature:
public event Action<StoryFlowVariable, bool> OnVariableChanged; Parameters:
- StoryFlowVariable - The full variable object containing
Id,Name,Type,Value, and other metadata. - bool isGlobal - Whether the change occurred in the global scope.
Subscribing in C#:
void Start()
{
var sf = GetComponent<StoryFlowComponent>();
sf.OnVariableChanged += HandleVariableChanged;
}
void OnDestroy()
{
var sf = GetComponent<StoryFlowComponent>();
if (sf != null)
sf.OnVariableChanged -= HandleVariableChanged;
}
void HandleVariableChanged(StoryFlowVariable variable, bool isGlobal)
{
if (variable.Name == "playerGold")
{
int newGold = variable.Value.GetInt();
UpdateGoldUI(newGold);
}
// You can also check by type or internal Id:
// variable.Id - internal hash identifier
// variable.Type - StoryFlowVariableType enum
} UnityEvent Alternative
The component also exposes Inspector-assignable UnityEvent fields (OnDialogueStartedEvent, OnDialogueUpdatedEvent, OnDialogueEndedEvent). For variable changes specifically, use the C# event Action approach shown above, as it provides the full StoryFlowVariable object and scope information.
Variable Interpolation in Dialogue
Dialogue text in StoryFlow can reference variables using the {varname} syntax. When the runtime builds the dialogue state, it automatically replaces these tokens with the current variable values.
// In the StoryFlow Editor dialogue node text:
"You have {playerGold} gold coins, {playerName}."
// At runtime, if playerGold = 500 and playerName = "Alice":
"You have 500 gold coins, Alice."
Interpolation is resolved automatically when the OnDialogueUpdated event fires. You do not need to perform any manual string replacement - the text in the dialogue state is already fully resolved.
Live Re-rendering on Variable Change
When a Set* node (setBool, setInt, setFloat, etc.) changes a variable and has no outgoing edge, the runtime returns to the current dialogue node and re-renders it with the updated variable values. This means the OnDialogueUpdated event fires again with the new interpolated text. Your UI simply needs to respond to OnDialogueUpdated as usual - the updated text arrives automatically.
Arrays
Variables can be arrays (IsArray = true). An array variable holds an ordered list of StoryFlowVariant values, all of the same type. Arrays are supported for all variable types: Bool, Int, Float, String, Image, Character, and Audio.
Array Operations
The StoryFlow node graph provides a full set of array manipulation nodes. These operations execute as part of the story flow and update the variable automatically:
| Operation | Description |
|---|---|
| Get / Set Array | Read or replace the entire array |
| Get / Set Element | Read or write a single element by index |
| Add | Append an element to the end of the array |
| Remove | Remove an element by value or index |
| Clear | Remove all elements from the array |
| Length | Get the number of elements in the array |
| Contains | Check if a value exists in the array (returns boolean) |
| FindIn | Get the index of a value (-1 if not found) |
| GetRandom | Retrieve a random element from the array |
The forEach loop node iterates over all elements in an array, executing the connected subgraph once per element. This is useful for processing inventories, applying effects to party members, or evaluating a list of quest objectives.
Arrays in C#
From C#, you can read an array variable's contents by getting the StoryFlowVariant and calling GetArray(), which returns a List<StoryFlowVariant>. To write an array, build the list and assign it to ArrayValue on the variant. Note that array operations from the node graph fire OnVariableChanged just like scalar changes.
Resetting Variables
The plugin provides methods to reset variables back to their initial values as defined in the StoryFlow project. This is useful for restarting a story, resetting a scene, or clearing state for a new game.
| Method | Class | What It Resets |
|---|---|---|
ResetVariables() | StoryFlowComponent | Resets local variables on this component to their initial values from the script definition |
ResetGlobalVariables() | StoryFlowManager | Resets global variables to their project defaults |
ResetAllState() | StoryFlowManager | Resets global variables, characters, and once-only option tracking - a full session reset |
// Reset just this component's local variables
component.ResetVariables();
// Reset global variables across all components
StoryFlowManager.Instance.ResetGlobalVariables();
// Full state reset (globals + characters + once-only options)
StoryFlowManager.Instance.ResetAllState(); Reset Scope
ResetVariables() only affects the local variables of the specific StoryFlowComponent you call it on. If you have multiple components in your scene (e.g., multiple NPCs), each must be reset individually. For a full new-game reset, call ResetAllState() on the manager and then ResetVariables() on each active component.