Custom Novel Actions

Novel action represents a single operation, that controls what happens on the scene; e.g., it can be used to change a background, move a character or load another novel script. Parametrized action sequences defined in novel scripts effectively controls the game flow. You can find available built-in actions in the API reference. In code, all the built-in novel action implementations are defined under Naninovel.Actions namespace.

To add your own custom novel action, create a new C# class, inherit Naninovel.Actions.NovelAction class and implement ExecuteAsync and UndoAsync abstract methods.

ExecuteAsync is an async method invoked when the action is executed by the scripts player; put the action logic here. Use engine services to access the engine built-in systems. Novel script execution will halt until this method returns a completed task in case Wait parameter is true.

UndoAsync method is invoked when rewinding novel scripts backwards. In case your novel action changes scene state, you should revert the changes here; otherwise just return a completed task.

To expose an action parameter to novel scripts, add a ActionParameter attribute to the public property you want to expose. The attribute takes two optional arguments: alias (string) is an alias name of the parameter and optional (bool) controls whether the parameter should be considered optional (can be omitted in novel scripts). If you wish to make the parameter nameless, set an empty string ("" or string.Empty) as the alias; please note, that only one nameless parameter is allowed per action.

To assign an alias name to the novel action, apply ActionAlias attribute to the implementing class. In novel scripts you can reference the action by either its implementation class name or the assigned alias name.

In case execution of the action requires loading some resources, implement NovelAction.IPreloadable interface to preload the required resources when the game is loading.

In case the action have parameters that can be localized (text directly presented to the user, usually), implement NovelAction.ILocalizable interface to add the action to the generated script localization documents.

You can find scripts with all the built-in action implementations at Naninovel/Runtime/Actions package folder; feel free to use them as a reference when implementing your own custom actions.

Here is an example of a custom action, that can be invoked from novel scripts as @HelloWorld or @hello to print Hello World! to the console and can also take an optional name parameter (eg, @hello name:Felix) to greet the provided name instead of the world:

using Naninovel.Actions;
using System.Threading.Tasks;
using UnityEngine;

public class HelloWorld : NovelAction
    [ActionParameter(optional: true)]
    public string Name { get; set; }

    public override Task ExecuteAsync ()
        if (Name is null)
            Debug.Log("Hello World!");
            Debug.Log($"Hello, {Name}!");

        return Task.CompletedTask;

    public override Task UndoAsync () => Task.CompletedTask;