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2 changes: 1 addition & 1 deletion Documentation/RunningYourInk.md
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Expand Up @@ -108,7 +108,7 @@ For a sample Unity project in action with minimal UI, see [Aaron Broder's Blot r

In Unity, we recommend using your own component class to wrap `Ink.Runtime.Story`. The runtime **ink** engine has been designed to be reasonably general purpose and have a simple API. We also recommend wrapping rather than inheriting from `Story`, so that you can expose to your game only the functionality that you need.

Often when designing the flow for your game, the sequence of interactions between the player and the story may not precisely match the way the **ink** is evaluted. For example, with a classic choose-your-own-adventure type story, you may want to show multiple lines (paragraphs) of text and choices all at once. For a visual novel, you may want to display one line per screen.
Often when designing the flow for your game, the sequence of interactions between the player and the story may not precisely match the way the **ink** is evaluated. For example, with a classic choose-your-own-adventure type story, you may want to show multiple lines (paragraphs) of text and choices all at once. For a visual novel, you may want to display one line per screen.

Additionally, since the **ink** engine outputs lines of plain text, it can be effectively used for your own simple sub-formats. For example, for a dialog based game, you could write:

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