Story System — Node Graph Stage Progression
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.
by Kiymet
Price History +
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 logic
Open-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 Demo