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Copy file name to clipboardExpand all lines: README.md
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@@ -8,7 +8,7 @@ This Unity package allows you to integrate inkle's [ink narrative scripting lang
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-**ink player**: Provides a powerful [Ink Player Window](https://github.com/inkle/ink-unity-integration/blob/master/Documentation/InkPlayerWindow.md) for playing and debugging stories.
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-**Auto compilation**: Instantly creates and updates a JSON story file when a `.ink` is updated.
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-**Auto compilation**: Instantly creates compiles story file when a `.ink` is updated.
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-**Inspector tools**: Provides an icon for ink files, and a custom inspector that provides information about a file.
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## Compilation
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Ink files must be compiled to JSON before they can be used in-game.
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**This package compiles all edited ink files automatically.**
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By default, compiled files are created next to their ink file.
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### Editor Compilation
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This package provides tools to automate this process when a .ink file is edited.
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**Disabling auto-compilation**: You might want to have manual control over ink compilation. If this is the case, you can disable "Compile ink automatically" in the InkSettings file or delete the InkPostProcessor class.
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**Manual compilation**: If you have disabled auto-compilation, you can manually compile all ink files using the **Assets > Recompile Ink** menu item, individually via the inspector of an ink file, or via code using InkCompiler.CompileInk().
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**Play mode delay**: By default, ink does not compile while in play mode. This can be disabled in the InkSettings file.
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Ink files must be compiled to JSON before they can be used in-game at runtime.
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**This package compiles all edited ink files automatically via a [scripted importer](https://docs.unity3d.com/Manual/ScriptedImporters.html)**. The compiled JSON string is stored within the imported ink asset.
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### In-game Compilation
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We'd love to see this supported more if you'd like to assist the effort!
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# Source control tips
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When you edit ink files, the compiler will also update the corresponding compiled .json file. If no compiled file existed before, Unity will also create a meta file for it. It is recommended that you always commit both ink and json files at the same time to avoid the file being re-compiled by your team members.
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Adding or removing ink files will also make changes to the InkLibrary file, and we could recommend authors also commit this file for the same reasons.
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# <aname="WebGLBestPractices"></a>WebGL best practices
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WebGL builds should be as small as possible. The ink compiler is included in builds, but is typically only used in the editor.
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