Oh wow, I never even thought of using PlayerPrefs to move variables from Fungus to C#! That's certainly one way of doing it - especially if we're only talking a small handful of variables. Clever! I don't know how much processing power constantly referencing playerprefs takes though - if that's the kind of thing you want to do several times a frame - but I suppose that as long as we're talking just one or two variables, it should be just fine? :D The other, much easier, way of moving vars between Fungus and a script is to use Invoke Method or Invoke Event (under Scripting). Just add a function to your C# script that allows to set the necessary variables (i.e. public void SetScore(int score) {PlayerScore = score;}, and the same for GetScore but as a public int with a return var, can be picked up by Invoke Method). In fact I think with Invoke Event, as long as you set it to i.e. "Dynamic Integer" instead of "Static", you can just set a public integer variable directly on a script from a Fungus var. But PlayerPrefs totally works too ;)
Thanks for the feedback Wolfrug! As you say its only a couple of vars, but I'm always glad to hear other good options. I'll give invoke a shot first, one planned follow-up question I had involved asking if I could just use a Public var to share a value between my Fungus Flowchart and a C# script (I'm new to Unity and wasn't sure how much can be shared between Lua and C#, sounds like it can that just fine). I've done some scripting in 3dsMax and am still learning how Unity stores things. :) -Eric