A visual, node-based story editor for Unity driven by a single ScriptableObject. Easily wire conditions, behaviors, and events to design branching stages without writing any boilerplate code.Story System gives designers and developers a clean, data-driven way to author multi-stage progressions — tutorials, puzzles, quests, cutscene flows, onboarding sequences — directly inside the Unity Editor.Author visually, run anywhere.Open the Story Editor from the Window menu, drag stages onto the canvas, connect them with edges, and assign conditions in the inspector. No code required for most scenarios.Four condition t- BoolCondition — one-shot trigger (clicked, collected, interacted)- CounterCondition — requires N completions (defeat 5 enemies, collect 3 keys)- TimerCondition — advances after a designer-set duration- CompositeCondition — combine any conditions with AND / OR logicOpen-ended trigger identity.TriggerChannel ScriptableObjects let you define new event types (e.g. door_opened, puzzle_solved) as assets, with no code changes. Fire progression from anywhere with a single static call: StageConditionBase.Complete(myChannel).Branching without complexity.Outgoing edges can be gated by channel or condition type. The manager automatically routes to the matching branch when a condition fires.Two objective overlay variants.Choose the built-in legacy UI overlay or the TextMeshPro variant — both procedurally constructed, no prefabs required.Ship with confidence.A built-in StoryValidator catches cycles, unreachable stages, and dead gates before you enter Play Mode. Eight ready-to-run sample scenes cover every feature. NUnit tests ship with the package.8 included samples:Simple Demo · Counter Hunt · Timer Challenge · Branching Path · Composite Puzzle · Binder Showcase · Broken Story (validator demo) · TMP DemoUnity version: Unity 6000.0 or newer (URP project included)- Render pipeline: URP (runtime scripts are pipeline-agnostic)- Dependencies: None required. TextMeshPro optional (enable STORYSYSTEM_TMP scripting define)- Editor API: UnityEditor.Experimental.GraphView, UIElements, IMGUI- Runtime scripts: StoryManager (singleton MonoBehaviour), StageEventBinder, ObjectiveUI, ObjectiveUITMP, StoryDebugOverlay- Data layer: StoryData / StageData / condition types — all ScriptableObject, stored as sub-assets in a single .asset file- Input System: Compatible with both legacy Input and the new Input System package- Tests: NUnit edit-mode test suite included (ConditionTests, StoryManagerTests, StoryValidatorTests)- C# namespaces: StorySystem (runtime/data), StorySystem.Editor (editor tools)- No third-party plugins requiredmarketin images, text and command lines




