This is the Godot plugin documentation. For the StoryFlow Editor docs, go to Editor Docs
StoryFlow for Godot
The StoryFlow Godot plugin lets you import your StoryFlow projects directly into Godot 4 and run them as fully interactive dialogue systems in your game. Design your stories visually in the StoryFlow Editor, export as JSON, and bring them to life in Godot with pure GDScript - no C++ or GDExtension required.
What the Plugin Provides
The main runtime and editor folders inside addons/storyflow/ are:
- core/ - The runtime GDScript files that ship with your game. Contains
StoryFlowManager(autoload singleton),StoryFlowComponent(the node you add to scenes), data classes, and the full node execution runtime. - editor/ - Tools for importing StoryFlow JSON projects, resolving media assets (images, audio) and live syncing with the StoryFlow Editor via WebSocket. The dock and Live Sync only run inside the Godot editor, but the folder must still ship with your game because the runtime autoload loads the importer from it.
- ui/ - A default dialogue UI scene (
.tscn) with an accompanying script that you can use out of the box or customize to match your game's visual style. - lipsync/ - The optional
StoryFlowLipsyncnode, live audio analysis and editable viseme resources for character face blendshapes.
Features
- Story graph execution - Run StoryFlow Editor dialogue scripts with branching, loops, type conversions, strings, arrays, maps and Data Asset nodes.
- Pure GDScript API - Every function, signal, and data type is written in GDScript. Build your entire dialogue UI without writing any C++ or using GDExtension.
- Dialogue display - Rich dialogue state with title, text, character data, images, audio, options, and text blocks. Variable interpolation happens automatically.
- Characters - Full character support with names, portraits, and per-character variables. Multi-character casts via character-array variables. Character data is resolved and ready to display.
- Audio - Built-in dialogue audio playback with looping, volume control, and audio bus support.
- Lip sync - Drive character face blendshapes from dialogue audio with an optional rig mapping.
- Data Assets - Read inherited values and write session changes through graph nodes or GDScript.
- Save & Load - Persist global variables, character state, Data Asset changes and once-only options with a slot-based API.
- Multiple scripts - Full support for
runScript(with return) andrunFlow(in-script macros) with call stack management. - Live Sync - Request an export from StoryFlow Editor over WebSocket and import it into Godot in one step. Restart the game to test updated files.
- Localization - Import translations from StoryFlow Editor and switch the project-wide language at runtime.
- Default dialogue UI - A ready-to-use
.tscnscene with character portrait, name, rich text, options, and advance button. Customize it or build your own.
Architecture Overview
At the core of the plugin are three main pieces:
StoryFlowManager- An autoload singleton (registered asStoryFlowRuntime) that manages the project data, shared global variables, runtime character copies, and once-only option tracking. It is registered automatically when you enable the plugin.StoryFlowComponent- ANodeyou add to any scene that needs to run dialogue. It handles script execution, emits dialogue state signals, and provides functions for controlling the dialogue flow.StoryFlowDialogueUI- An optionalControl-based scene you can instantiate for your dialogue UI. It auto-binds to aStoryFlowComponentand displays dialogue text, character info, and option buttons out of the box.
Where to Start
New to the plugin? Follow the Installation guide, then work through the Quick Start tutorial to get your first dialogue running in under 10 minutes.
Documentation Sections
Getting Started
- Installation - System requirements, plugin setup, and project configuration
- Quick Start - End-to-end tutorial from export to in-game dialogue
Core Concepts
- StoryFlow Component - The main runtime node, its properties, signals, and lifecycle
- Displaying Dialogue - Reading dialogue state, building your UI, and variable interpolation
- Handling Choices - Options, input types, once-only options, and conditional visibility
- Variables - Types, scopes, GDScript access, arrays, maps and reactive updates
Features
- Characters - Character data, portraits, per-character variables, and interpolation
- Data Assets - Inherited values, typed access and saved runtime changes
- Localization - Imported translations, language selection and UI updates
- Audio - Dialogue audio playback, looping, format support, and component settings
- Lip Sync - Audio-driven face animation, rig mapping and tuning
- Images & Media - Image persistence, background images, and asset resolution
- Save & Load - Slot-based persistence with full state serialization
- Multiple Scripts - Script calls, flows, and call stack management
Advanced
- Live Sync - Real-time WebSocket connection with the StoryFlow Editor
- Exporting Your Game - How the runtime finds your project in an export, and what must ship with it
- API Reference - Complete reference for all classes, signals, and functions
- Troubleshooting - Common issues and solutions