GameDevWare.Charon
2024.2.5
See the version list below for details.
dotnet add package GameDevWare.Charon --version 2024.2.5
NuGet\Install-Package GameDevWare.Charon -Version 2024.2.5
<PackageReference Include="GameDevWare.Charon" Version="2024.2.5" />
paket add GameDevWare.Charon --version 2024.2.5
#r "nuget: GameDevWare.Charon, 2024.2.5"
// Install GameDevWare.Charon as a Cake Addin #addin nuget:?package=GameDevWare.Charon&version=2024.2.5 // Install GameDevWare.Charon as a Cake Tool #tool nuget:?package=GameDevWare.Charon&version=2024.2.5
Charon - Game Data Editor
<img width="894" alt="dashboard" src="https://raw.githubusercontent.com/gamedevware/charon/main/docs/assets/cover_github.png"/>
Documentation • Discord • Website • Changelog • Issues
Plugins
<img width="100" alt="unity" src="https://raw.githubusercontent.com/gamedevware/charon/main/docs/assets/unity_logo.svg"/> <img width="100" alt="unreal engine" src="https://raw.githubusercontent.com/gamedevware/charon/main/docs/assets/unreal_engine_logo.svg"/>
Standalone
How to start with custom game engine → C# • TypeScript
Summary
Charon is a powerful game development tool that streamlines the game development process. It provides a structured approach to designing and modeling game data, with automatic source code generation that reduces the load on programmers and eliminates human errors. Charon also offers support for working with text in multiple languages, with easy loading and unloading of translated text.
With Charon, game developers can focus on creating engaging gameplay experiences without worrying about the technical details of managing game data. It is available in three deployment variants, including a standalone/offline application, web application, Unity and Unreal Engine plugins.
What is Charon
It is a .NET 4.6 console application that can be used as a command-line tool for performing CRUD operations with your game data, or as an HTTP Server to provide a UI for modeling and editing your game data. There are plugins for Unity and Unreal Engine that provide a more integrated experience while using Charon.
As with any .NET application, it can be launched as is on Windows and via Mono on macOS and Linux.
How it works
You create an empty gamedata.json
file when launching the Charon.exe application, which acts as an HTTP server. You edit your game data in the UI, then generate source code for your game engine. With this source code, you load gamedata.json
into your game and use it in a safe and structured manner.
<img width="894" alt="scheme" src="https://raw.githubusercontent.com/gamedevware/charon/main/docs/assets/how_it_works.png"/>
If you use plugins for Unity or Unreal Engine, it is a little bit easier than shown in the diagram.
Editor's UI
<img width="894" alt="screenshot" src="https://raw.githubusercontent.com/gamedevware/charon/main/docs/assets/editor_screenshot.png"/>
C# Code Example
using System.IO;
using var fileStream = File.OpenRead("gamedata.json"); // or .gdjs
var gameData = new GameData(fileStream, new Formatters.GameDataLoadOptions { Format = Formatters.Format.Json });
var heroes = gameData.Heroes.AsList // -> IReadOnlyList<Hero>
// or
var heroById = gameData.AllHeroes.Find("Arbalest"); // -> Hero | null
C++ Code Example
#include "UGameData.h"
TSoftObjectPtr<UGameData> GameDataPtr = TEXT("/Game/Content/GameData");
auto GameData = GameDataPtr.LoadSynchronous(); // -> UGameData*
auto Heroes = GameData->Heroes; // -> TMap<FString,UHero*>
auto HeroById = GameData->Heroes.Find(TEXT("Arbalest")); // -> UHero**
TypeScript Code Example
import { GameData } from './game.data';
import { Formatters } from './formatters';
// Node.js
import { readFileSync } from 'fs';
const gameDataStream = readFileSync(gameDataFilePath);
// Blob or File
const gameDataStream = gameDataFileBlob.arrayBuffer();
// XMLHttpRequest (XHR)
// gameDataRequest.responseType -> "arraybuffer"
const gameDataStream = gameDataRequest.response;
const gameData = new GameData(gameDataStream, {
format: Formatters.GameDataFormat.Json
});
let heroes = gameData.heroes; // -> readonly Hero[]
let hero = gameData.heroesAll.find("Arbalest"); // -> Hero | undefined
License
- Generated Code - MIT
- Plugins:
- Unreal Engine - MIT
- Unity - Unity Asset Store License
- Charon - CC BY-ND - can freely use and can redistribute, as long as it is passed along unchanged and in whole.
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET Framework | net472 is compatible. net48 was computed. net481 was computed. |
-
.NETFramework 4.7.2
- No dependencies.
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories
This package is not used by any popular GitHub repositories.
Version | Downloads | Last updated |
---|---|---|
2024.4.3 | 75 | 12/19/2024 |
2024.3.6 | 268 | 10/18/2024 |
2024.3.4 | 190 | 10/2/2024 |
2024.2.22 | 150 | 7/9/2024 |
2024.2.18 | 189 | 7/1/2024 |
2024.2.6 | 136 | 6/11/2024 |
2024.2.5 | 116 | 6/10/2024 |
2024.1.13 | 331 | 5/6/2024 |
2024.1.6 | 434 | 3/3/2024 |
2024.1.4 | 265 | 2/20/2024 |
2024.1.1 | 256 | 1/15/2024 |
2024.1.0 | 236 | 1/4/2024 |
2023.4.22 | 263 | 12/13/2023 |
2023.4.16 | 256 | 11/14/2023 |
2023.4.14 | 331 | 10/30/2023 |
2023.4.4 | 316 | 10/15/2023 |
2023.4.1 | 239 | 10/5/2023 |
2023.4.0 | 257 | 10/3/2023 |
2020.1.1 | 2,167 | 3/1/2020 |
2020.1.0 | 618 | 1/22/2020 |
2019.4.3 | 590 | 12/23/2019 |
2019.3.10 | 628 | 11/12/2019 |
2019.3.9 | 591 | 10/28/2019 |
2019.3.8 | 597 | 10/8/2019 |
2019.3.5 | 623 | 9/15/2019 |
2019.3.1 | 997 | 7/22/2019 |
2019.2.3 | 1,182 | 5/5/2019 |
2019.2.0 | 634 | 4/24/2019 |
# 2024.2.5
## Game Data Editing
- Expanded the scope of generated ID (e.g., _ID_<Random-Numbers>) substitution from document-level to operation-level. This allows multiple documents with generated IDs to reference each other during `Import`, `Update`, or `Create` operations.
- Enabled storage of ambient information in the 'notes' field of the LocalizedText data type, facilitating the tracking of stale localizations and other i18n data.
- Added support for Schema->Name and Schema->Id lookups in imported 'Collections' data, not just by schema name.
- Fixed an error occurring when importing documents with duplicate unique values in properties.
- Resolved an issue where the XLIFF formatter would hang due to a missing `FlushAsync()` call.
## Code Generation
- Replaced C++ exceptions with log error messages in generated UE C++ code.
## User Interface
- Added a 'Translate' button to the document form for performing machine translations on the entire document.
- Added support for 'Yes'/'No' as valid values for the logical data type, including filters.
- Improved progress indicators for background processes.
- Added CTRL+S/CMD+S shortcut support for the document edit form.
- Added icons to wizard actions and options.
- Added numerous tooltips for buttons throughout the project.
- Enhanced control over processes (Export/Import/Generate/Load/Backup/Restore) with the ability to stop them from the notification menu, and indicated fault states in the progress bar.
- Added a project-wide machine translation wizard.
- Added a schema AI icon picker.
- Introduced a schema creation wizard with AI suggestions.
- Added a 'Tags' field to Project -> General settings.
- Implemented a token limit warning message for when AI tokens or translation word limits are reached.
- Added a tooltip about free subscription packages.
- Made the AI-based schema creation wizard dependent on workspace AI token usage capabilities.
- Updated all wizard UIs for a better look and feel.
- Added summary pages for all export/publish/generate wizards that produce files.
- Provided explanations for 'stale' text.
- Added Unreal Engine-related download handlers to allow a native Save File Dialog experience.
- Fixed an error with the metadata selection tree.
- Enabled grid auto-refresh after document deletion.
- Fixed broken document/metadata change notifications, which caused all reactive UI functionality to fail.