With this release, you’ll need to reimport the JavaScript or C# (Unity) parser API from the Homer project editor.
It is now possible to resolve content variations based on actor gender. You have a tool in Homer where you can add any word or text element, defining the variants for male, female, and neutral genders.
It is now possible to resolve content variations based on an actor's gender.
Homer includes a dedicated Gendered Labels editor where you can define any word, phrase, or text fragment and provide variants for male, female, and neutral genders.
Gendered Labels are fully integrated with Homer's localization workflow. You can export them as CSV files, translate them using your preferred localization tools, and then reimport them into Homer.
Inside the node editor, you can reference a Gendered Label for a specific actor using the following syntax:
@ACTOR_UID:GENDEREDLABEL_KEY
At runtime, the Homer parser automatically resolves the expression and replaces it with the appropriate variant based on the value of the actor's gender property. This makes it easy to create dynamic, gender-aware text while keeping your narrative content clean and easy to maintain.
Homer Labels can now be embedded directly inside a node's text content. This allows you to reuse localized text fragments, UI labels, character names, or any other predefined content without duplicating it across your narrative.
To reference a label, use the following syntax:
&LABEL_KEY
At runtime, the Homer parser automatically replaces the label reference with the corresponding localized value based on the current language.
For example:
Welcome to &CITY_NAME.
might become:
Welcome to Florence.
or
Benvenuto a Firenze.
depending on the active locale.
Embedded Labels are fully integrated with Homer's localization workflow, making it easier to maintain consistent terminology, simplify translations, and keep narrative content clean and reusable.
Expression variables allow you to store the result of a calculation or logical expression and reuse it throughout your story. Unlike standard variables, their value is automatically computed from an expression rather than assigned directly.
Examples:
{$TOTAL = $GOLD + $BONUS}
{$CAN_BUY = $GOLD >= $ITEM_COST}
{$DISCOUNT = $PRICE * 0.2}
Expression variables are useful for derived values, conditions, counters, scores, and any data that depends on other variables. They help keep your narrative logic clean by centralizing calculations instead of repeating the same expressions across multiple nodes.
Homer now allows you to use variables and actor properties directly inside text nodes without wrapping them in curly brackets.
Simply write the variable or property reference in your text, and the Homer parser will automatically resolve its value at runtime.
For example:
Hello $playerName, welcome back!
or
@PLAYER._NAME has joined the party.
At runtime, the parser replaces these references with their current values:
Hello Arthur, welcome back!
John has joined the party.
Curly brackets are still supported and remain necessary when you need to evaluate an expression rather than simply print a value. For example:
{$gold + 100}
or
{@PLAYER._LEVEL >= 10 ? "Veteran" : "Novice"}
This feature makes narrative content cleaner and easier to write by reducing unnecessary syntax while preserving the full power of Homer's expression system when needed.
The parser used to generate dialogue nodes, pasting text in Homer, has been improved to cover more text templates.
Now your original text can be structured as follows:
_____________________________________
**Actor:** Actor text
**Actor_1:** Actor_1 text
_____________________________________
**Actor -** Actor text
**Actor_1 -** Actor_1 text
_____________________________________
**Actor.** Actor text
**Actor_1.** Actor_1 text
_____________________________________
**Actor**
Actor text
**Actor_1**
Actor_1 text
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