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Roadmap

This page tracks what's coming to Threader, what's being considered, and what's intentionally out of scope. It's updated as plans change.

If you have a feature request, raise it on the GitHub repository — community requests that get traction move up into a planned release.


Considering

Features on the radar but not yet committed to a version. These may or may not ship depending on scope, community interest, and architectural fit.

Unity Localization package integration

Threader ships built-in multi-language support via the LineSheets list and SetActiveLanguage(). This covers text, audio, and animator actions per language with no external dependencies.

An optional bridge assembly that reads from LocalizedString fields via Unity's official Localization package is being considered for projects that already use it. This would be compiled only when the Unity Localization package is detected (#if conditional), so existing buyers are never affected and no unwanted dependencies are introduced.

Status: Under consideration. The built-in system covers most use cases; the bridge would be a convenience integration for teams already invested in Unity Localization.


Out of scope

These are features that have been considered and deliberately won't be added to Threader core. If you need them, alternatives are noted.

Built-in branching story format export (Ink, Yarn, Twine)

Threader's graph format is Unity-native and optimised for runtime execution, not text-based story formats. Converting between the two would require lossy translation of variable scopes, entry points, and events. Use Yarn Spinner or ink directly if you need a text-based authoring workflow.

Multiplayer / networked dialogue synchronisation

Syncing dialogue state across a network is highly game-specific (what to sync, who is the authority, how to handle latency). Threader's runtime is single-player by design. Wire your own netcode layer on top of OnNPCLine, OnChoiceNode, and SelectChoice if you need multiplayer dialogue.