Getting Started

Introduction

Installation

Project Configuration

Testing in Your Sandbox

Samples & Examples

Core Concepts & Glossary

Package Types

Spaces & Space Templates

Custom Avatars

Custom Avatar Animations

Avatar Attachments

Custom Prefab Objects

Embedded Packages

Drivable Vehicles

Scene Setup

Testing In Unity vs Sandbox

Controlling the Camera

Custom Collision, Layers, and Tags

Audio Mixers and Groups

Key Differences from Standard Unity3D development

Economy

Quests and Rewards

Economy Overview

Monetization

Items

Consumable Items

Rewarding Items

World Currency

Selling Items

Scripting

Components

Entrance Point

Camera Passthrough

Interactable

Trigger Event

Point Of Interest

Environment Settings Overrides

Render Pipeline Settings Overrides

Movement Materials

Climbable

Avatar Teleporter

Empty Frame

Projector Surface

Seat Hotspot

Guidelines

Supported Features and Limitations

Performance Guidelines

Lighting

Publishing to Spatial

Finding Published Packages

Support

FAQs

Help and Support

Release Notes

Asset Import Settings

Quest Actions VS

<aside> <img src="/icons/book_gray.svg" alt="/icons/book_gray.svg" width="40px" /> In Visual Scripting you can use several quest related actions that enable to progress and complete quests. We can divide the quest actions into two groups: quest actions and task actions.

The quest actions are Spatial Quest: Start Quest, Spatial Quest: Complete Quest, and Spatial Quest: Reset Quest. These actions are great to call when we want to start a quest (if it’s not started yet), complete the quest (if it’s already started) or reset the quest (if it’s already completed). Resetting a quest does not automatically start it, but rather resets its tasks and progress to an un-started state. The task actions available are Spatial Quest: Start Task, Spatial Quest: Complete Task, and Spatial Quest: Add Task Progress. Start and complete tasks are self-explanatory, and adding task progress completes a progress step on a progress bar type of task.

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<aside> ❔ As an example, lets say we want to have a quest with a task (id 1) in which we have to collect 10 coins (task progress-bar with progressSteps set to 10).

We can create a coin game object, and add a Trigger Event to it so we can detect when the user touches it. We can now add a ScriptMachine to this game object that will handle the logic for when the user touches this coin, so it can add task progress to the our progress bar task and then destroy the game object.

The cool thing about it is we can now clone this coin 10 times and each will progress the task id when collected.

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<aside> <img src="/icons/link_purple.svg" alt="/icons/link_purple.svg" width="40px" /> See more information on Quest Building

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<aside> <img src="/icons/link_purple.svg" alt="/icons/link_purple.svg" width="40px" /> Understand THIS and How to Reference a Spatial Component

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