GameDevWare.Charon 2024.2.6

There is a newer version of this package available.
See the version list below for details.
dotnet add package GameDevWare.Charon --version 2024.2.6                
NuGet\Install-Package GameDevWare.Charon -Version 2024.2.6                
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="GameDevWare.Charon" Version="2024.2.6" />                
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add GameDevWare.Charon --version 2024.2.6                
#r "nuget: GameDevWare.Charon, 2024.2.6"                
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install GameDevWare.Charon as a Cake Addin
#addin nuget:?package=GameDevWare.Charon&version=2024.2.6

// Install GameDevWare.Charon as a Cake Tool
#tool nuget:?package=GameDevWare.Charon&version=2024.2.6                

Charon - Game Data Editor

NuGet Version

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<img width="100" alt="unity" src=""/> <img width="100" alt="unreal engine" src=""/>

Unity Unreal Engine


How to start with custom game engineC#TypeScript


Charon is a powerful game development tool that streamlines the game development process. It provides a structured approach to designing and modeling game data, with automatic source code generation that reduces the load on programmers and eliminates human errors. Charon also offers support for working with text in multiple languages, with easy loading and unloading of translated text.

With Charon, game developers can focus on creating engaging gameplay experiences without worrying about the technical details of managing game data. It is available in three deployment variants, including a standalone/offline application, web application, Unity and Unreal Engine plugins.

What is Charon

It is a .NET 4.6 console application that can be used as a command-line tool for performing CRUD operations with your game data, or as an HTTP Server to provide a UI for modeling and editing your game data. There are plugins for Unity and Unreal Engine that provide a more integrated experience while using Charon.
As with any .NET application, it can be launched as is on Windows and via Mono on macOS and Linux.

How it works

You create an empty gamedata.json file when launching the Charon.exe application, which acts as an HTTP server. You edit your game data in the UI, then generate source code for your game engine. With this source code, you load gamedata.json into your game and use it in a safe and structured manner.

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If you use plugins for Unity or Unreal Engine, it is a little bit easier than shown in the diagram.

Editor's UI

<img width="894" alt="screenshot" src=""/>

C# Code Example

using System.IO;

using var fileStream = File.OpenRead("gamedata.json"); // or .gdjs
var gameData = new GameData(fileStream, new Formatters.GameDataLoadOptions { Format = Formatters.Format.Json });

var heroes = gameData.Heroes.AsList // -> IReadOnlyList<Hero>
// or
var heroById = gameData.AllHeroes.Find("Arbalest"); // -> Hero | null

C++ Code Example

#include "UGameData.h"

TSoftObjectPtr<UGameData> GameDataPtr = TEXT("/Game/Content/GameData");
auto GameData = GameDataPtr.LoadSynchronous(); // -> UGameData*

auto Heroes = GameData->Heroes; // -> TMap<FString,UHero*>
auto HeroById = GameData->Heroes.Find(TEXT("Arbalest")); // -> UHero**

TypeScript Code Example

import { GameData } from './';
import { Formatters } from './formatters';

// Node.js
import { readFileSync } from 'fs';
const gameDataStream = readFileSync(gameDataFilePath);

// Blob or File
const gameDataStream = gameDataFileBlob.arrayBuffer();

// XMLHttpRequest (XHR)
// gameDataRequest.responseType -> "arraybuffer"
const gameDataStream = gameDataRequest.response;

const gameData = new GameData(gameDataStream, {
  format: Formatters.GameDataFormat.Json

let heroes = gameData.heroes; // -> readonly Hero[]
let hero = gameData.heroesAll.find("Arbalest"); // -> Hero | undefined


  • Generated Code - MIT
  • Plugins:
    • Unreal Engine - MIT
    • Unity - Unity Asset Store License
  • Charon - CC BY-ND - can freely use and can redistribute, as long as it is passed along unchanged and in whole.
Product Compatible and additional computed target framework versions.
.NET Framework net472 is compatible.  net48 was computed.  net481 was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.
  • .NETFramework 4.7.2

    • No dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
2024.2.24 63 7/15/2024
2024.2.22 103 7/9/2024
2024.2.18 138 7/1/2024
2024.2.6 98 6/11/2024
2024.2.5 81 6/10/2024
2024.1.13 229 5/6/2024
2024.1.6 362 3/3/2024
2024.1.4 202 2/20/2024
2024.1.1 194 1/15/2024
2024.1.0 183 1/4/2024
2023.4.22 204 12/13/2023
2023.4.16 198 11/14/2023
2023.4.14 262 10/30/2023
2023.4.4 245 10/15/2023
2023.4.1 185 10/5/2023
2023.4.0 201 10/3/2023
2020.1.1 2,121 3/1/2020
2020.1.0 590 1/22/2020
2019.4.3 562 12/23/2019
2019.3.10 597 11/12/2019
2019.3.9 550 10/28/2019
2019.3.8 562 10/8/2019
2019.3.5 595 9/15/2019
2019.3.1 963 7/22/2019
2019.2.3 1,151 5/5/2019
2019.2.0 601 4/24/2019

# 2024.2.5
## Game Data Editing
- Expanded the scope of generated ID (e.g., _ID_<Random-Numbers>) substitution from document-level to operation-level. This allows multiple documents with generated IDs to reference each other during `Import`, `Update`, or `Create` operations.
- Enabled storage of ambient information in the 'notes' field of the LocalizedText data type, facilitating the tracking of stale localizations and other i18n data.
- Added support for Schema->Name and Schema->Id lookups in imported 'Collections' data, not just by schema name.
- Fixed an error occurring when importing documents with duplicate unique values in properties.
- Resolved an issue where the XLIFF formatter would hang due to a missing `FlushAsync()` call.
## Code Generation
- Replaced C++ exceptions with log error messages in generated UE C++ code.
## User Interface
- Added a 'Translate' button to the document form for performing machine translations on the entire document.
- Added support for 'Yes'/'No' as valid values for the logical data type, including filters.
- Improved progress indicators for background processes.
- Added CTRL+S/CMD+S shortcut support for the document edit form.
- Added icons to wizard actions and options.
- Added numerous tooltips for buttons throughout the project.
- Enhanced control over processes (Export/Import/Generate/Load/Backup/Restore) with the ability to stop them from the notification menu, and indicated fault states in the progress bar.
- Added a project-wide machine translation wizard.
- Added a schema AI icon picker.
- Introduced a schema creation wizard with AI suggestions.
- Added a 'Tags' field to Project -> General settings.
- Implemented a token limit warning message for when AI tokens or translation word limits are reached.
- Added a tooltip about free subscription packages.
- Made the AI-based schema creation wizard dependent on workspace AI token usage capabilities.
- Updated all wizard UIs for a better look and feel.
- Added summary pages for all export/publish/generate wizards that produce files.
- Provided explanations for 'stale' text.
- Added Unreal Engine-related download handlers to allow a native Save File Dialog experience.
- Fixed an error with the metadata selection tree.
- Enabled grid auto-refresh after document deletion.
- Fixed broken document/metadata change notifications, which caused all reactive UI functionality to fail.