The collaborative narrative canvas that simulates real logic, keeps writers and developers on the same graph, and exports clean into Unity, Yarn, or a standalone player. No lock-in.
104,000+ creators build branching conversations with ChatMapper
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Unity and Unreal own simulation and rendering. The chronic gap on game teams is collaborative narrative and logic authoring, the space where writers, designers, and developers keep drifting out of sync across docs, spreadsheets, and test builds.
ChatMapper is a companion to your engine, not a competitor: a visual branching graph where the whole team designs quests, dialogue, and character state together, then exports data your pipeline already understands.
ChatMapper was born in games. Its branching dialogue system is already used by studios, and Unity’s Dialogue System imports it natively, so this is a return to its roots, not a stretch.
Actors, choices, group nodes, cross-conversation links, items, locations, and variables. Zoom from the whole quest to a single line.
Walk any path with real Lua conditions and scripts, watch variables and flags change, and feel the branch before it’s in a build.
Broken links, unreachable nodes, and invalid references surface in the editor, not in a playtest three weeks later.
Bring narrative in from Twine, articy:draft, Arcweave, or a spreadsheet. Unsupported constructs are preserved, never silently dropped.
A Unity Dialogue System XML preset with preflight lints, Yarn Spinner output, a standalone HTML player, and canonical JSON for your own tooling.
Draft a branch, continue a beat, or add scoring as reviewable proposals the writer approves. The voice stays yours.
Interop importers/exporters and AI are rolling out across Cloud; some paths are experimental. Verify a round trip against your engine before changing an established pipeline.
Bring the story in from whatever your team started in. Prove it works. Then hand your pipeline exactly the format it expects.
No, it’s a companion. Your engine handles simulation and rendering; ChatMapper is where the team authors and validates the branching narrative, then exports data your engine imports (Unity’s Dialogue System reads ChatMapper natively).
Yes. Importers map passages, links, entities, and variables into ChatMapper’s graph, preserving anything they can’t translate as raw metadata plus a report. Nothing is silently dropped.
Export a Unity Dialogue System XML preset, Yarn Spinner files, a standalone HTML player, or canonical JSON. Some export paths are experimental. Round-trip test before committing a pipeline.
No. Writers work in dialogue on the canvas; designers handle variables, conditions, and Lua. The simulator lets anyone play the result without a build.
Start with the example quest, invite your writer and your developer, and export a working branch into your engine today.