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SDKs

The data export and code generation pipelines have already produced runtime data and typed code. Now choose an SDK to bring them together.

C#Overview ↗ · Documentation ↗ · Changelog ↗ · GitHub ↗

for the core SDK, Unity SDK, Godot SDK, and generated code

GoOverview ↗ · Documentation ↗ · Changelog ↗ · GitHub ↗

for the SDK and generated code

For an integration example, see Quickstart ↗. It creates a C# or Go project with a starter program that loads the runtime data through the SDK and reads it with the typed code.

SDK key features

  • I18n — multi-language text management with automatic fallback
  • XRef — cross-table reference resolution
  • Duration — nanosecond precision; formats as human-readable strings such as 1s200ms
  • MinMax — random value selection within a range
  • WeightedPool — weighted random selection with probability proportional to item weight
  • Variants — switch an atlas item to use an alternative data set at load time
  • Whitelist / Blacklist — load only a subset of atlas items
  • Layered overrides — merge files with matching relative paths from additional override sources (a directory path or a custom file system) into the base configs, field by field, at load time
  • Versioning — VCS metadata (branch, commit, timestamp, etc.), when present in atlas.json1, is available on the loaded atlas

1atlas.json is the manifest file generated by archmage export.

Game engines

More features are available to game engines.

Unity
  • Built-in adapters for Addressables, Resources, and StreamingAssets
  • Inspector dropdowns for config ID fields (Editor)
  • MinMax and WeightedPool sampling with UnityEngine.Random
  • Conversions from Rgba and Vec to Unity's Color and Vector types
Godot .NET
  • A built-in file system adapter based on FileAccess
  • Inspector dropdowns for config ID properties (Editor)
  • MinMax and WeightedPool sampling with Godot's global random number generator
  • Conversions from Rgba and Vec to Godot's Color and Vector types