Getting Started
Package Types
Scene Setup
Custom Collision, Layers, and Tags
Key Differences from Standard Unity3D development
Economy
Scripting
C# Scripting
Visual Scripting
Sync and Multiplayer
Components
Environment Settings Overrides
Render Pipeline Settings Overrides
Guidelines
Supported Features and Limitations
Support
<aside> <img src="/icons/link_blue.svg" alt="/icons/link_blue.svg" width="40px" /> Unity component docs
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<aside> <img src="/icons/book_gray.svg" alt="/icons/book_gray.svg" width="40px" /> In Visual Scripting you can have full control over triggering quests with actions, and reacting to them with events.
You can use actions like Start Quest
, Add Task Progress
, Complete Quest
, and more to control the flow of your quests through VS.
In the example below I am completing a particular quest task when a Trigger Event is entered. Additionally, I play a particle effect and disable the trigger.
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<img src="/icons/book_gray.svg" alt="/icons/book_gray.svg" width="40px" /> If you want to react to your users progressing through your quests there are plenty of events to do so like On Quest Started
, On Task Started
, On Task Completed
, and On Quest Completed
.
In the example below I use the On Quest Started
and On Quest Completed
events to trigger music to play while the quest is active, then stop it when the quest is completed.
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<aside> <img src="/icons/link_purple.svg" alt="/icons/link_purple.svg" width="40px" /> MORE VS Quest examples: Quest Events Quest Actions Quest Getters
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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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