GameDevWare.Charon 2024.1.13

There is a newer version of this package available.
See the version list below for details.
dotnet add package GameDevWare.Charon --version 2024.1.13
NuGet\Install-Package GameDevWare.Charon -Version 2024.1.13
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="2024.1.13" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add GameDevWare.Charon --version 2024.1.13
#r "nuget: GameDevWare.Charon, 2024.1.13"
#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=2024.1.13

// Install GameDevWare.Charon as a Cake Tool
#tool nuget:?package=GameDevWare.Charon&version=2024.1.13

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.

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

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
2024.2.6 66 6/11/2024
2024.2.5 66 6/10/2024
2024.1.13 211 5/6/2024
2024.1.6 354 3/3/2024
2024.1.4 194 2/20/2024
2024.1.1 188 1/15/2024
2024.1.0 177 1/4/2024
2023.4.22 203 12/13/2023
2023.4.16 194 11/14/2023
2023.4.14 258 10/30/2023
2023.4.4 241 10/15/2023
2023.4.1 180 10/5/2023
2023.4.0 199 10/3/2023
2020.1.1 2,108 3/1/2020
2020.1.0 588 1/22/2020
2019.4.3 561 12/23/2019
2019.3.10 596 11/12/2019
2019.3.9 549 10/28/2019
2019.3.8 556 10/8/2019
2019.3.5 594 9/15/2019
2019.3.1 962 7/22/2019
2019.2.3 1,150 5/5/2019
2019.2.0 600 4/24/2019

# 2024.1.13
## General
- Updated CLI documentation for clarity.
- Added auto-login query parameter and new authentication flow with API Key for embedded editors.
## Game Data Editing
- Fixed NRE in ImportAsync when schemas are not provided in the request.
## Code Generation
- Updated UE C++ templates to remove the "#pragma once" directive from .cpp files.
## User Interface
- Fixed publication wizard language being blocked @Evie
## Web Application
- Fixed HEAD request support for index.html and yaml schemas
- Added HTTP/2 support for