Add a reactive narrator to your game, the kind you hear in The Stanley
Parable, High on Life, or Bastion. Trigger voiceovers, audio prompts,
and on-screen text based on what the player is actually doing.
This isn't a branching dialogue tree system. It's a lightweight narration
layer that reacts to player actions, collisions, animations, and game
events. Set it up in minutes with drag-and-drop prefabs and ScriptableObjects.
What you can build with this
- A narrator that comments on player actions (Stanley Parable style)
- Voice-guided tutorials that trigger as players explore
- Contextual audio prompts tied to gameplay events
- Educational or training apps with guided narration
- Accessibility voiceover systems for UI elements
How it works
Create Narration Events as ScriptableObjects. Attach trigger components
to colliders, animation events, or Unity Events. The system handles
queuing, playback, random selection, delays, and scene persistence
automatically.
Drop in the prefab. Assign your audio clips. Play.
Features
- Plug-and-play prefab system, drag, drop, assign clips, done
- Trigger narration from collisions, animations, Unity Events, or code
- Random clip selection for varied playthroughs
- Configurable delays and timing between narration events
- Persists across scenes and scene loading
- Preview narration directly in the Unity Inspector
- Connects to your save system to track played events
- Link game events to fire when narration triggers
- Full documentation with an illustrated guide
- Video setup tutorial
- Demo scene with working examples
Works great with my other voice packs
This system pairs perfectly with ready-made voice content:
- Police Radio Voice Pack — tactical/military narration
- Military Radio Voice Comms — combat mission briefings
- Medieval Foot Soldier Voice Pack — RPG narrator voice
Support
Questions or feature requests? Join the Discord channel. I tried to respond within 24 hours.