Getting Started
Package Types
Scene Setup
Custom Collision, Layers, and Tags
Key Differences from Standard Unity3D development
Economy
C# Scripting
Visual Scripting
<aside> <img src="/icons/warning_yellow.svg" alt="/icons/warning_yellow.svg" width="40px" /> This is an experimental component, It is likely to receive large changes in the future!
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<aside> <img src="/icons/link_blue.svg" alt="/icons/link_blue.svg" width="40px" /> Visual Scripting Implementation
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<aside> <img src="/icons/book_gray.svg" alt="/icons/book_gray.svg" width="40px" /> A quest is a journey taken in order to fulfill a certain goal or objective, involving a series of tasks along the way. Quest serve as a way to create a compelling story or adventure for your users. The goal of a quest can range from the discovery of treasure, the rescue of a captive, or the defeat of a powerful enemy, and the obstacles encountered along the way can test the skills, courage, and determination of the quest-taker.
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<aside> <img src="/icons/token_green.svg" alt="/icons/token_green.svg" width="40px" /> Rewards Users can be rewarded when finishing quests with Badges, and Items
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An active quest in a space.
Property | Function |
---|---|
Quest Name | Name of the quest |
Quest Description | Short description of what the quest objective is |
Start Automatically | Setting this on starts the quest automatically. There can only be one active quest at a time |
Save User Progress | When turned on, the user’s progress on quests and individual tasks is preserved between sessions. |
If you want users to be able to “restart” a quest, you can simply trigger the “Reset Quest” and “Start Quest” events. | |
Tasks Are Ordered | If true, only the first task will be started and once it’s completed, the next task will start. If false, all tasks are automatically started when the quest completes. |
Celebrate On Complete | If true, the quest plays a confetti celebration animation when the quest is completed. |
Quest Rewards | Rewards to be given when the quest is completed. There are two reward types: Badges and Items. Badges are like achievements, and Items are things that a user can own and consume. |
Tasks | List of tasks that must be completed to complete the quest. See Task Properties section. |
On Started Event | Event that is triggered when the quest has started. |
On Completed Event | Event that is triggered when the quest has finished. |
On Previously Completed Event | Event that is triggered when the user loads into a space where a quest was previously completed. Only used when “Save User Progress” is set to true. |
This event allows you to “fast forward” any settings in the scene that should be enabled if a quest was previously completed. | |
On Reset Event | Event that is triggered when quest is reset. |
Property: | Function |
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Name | Displayed name of the task |
Type | - Check: The task can be completed by doing one action. |
Progress Bar
|
| Task Markers | Display on-screen markers that guide the user to a specific location. |
| On Started Event | Event that is triggered when the task is started. |
| On Completed Event | Event that is triggered when the certain task is completed; |
| On Previously Completed Event | Same as Quest “On Previously Completed Event”. See quest properties |There are two ways to start a quest:
You can trigger a quest task to complete or progress through Quest Events. These can be triggered through any Spatial Event available via Trigger Event, Point Of Interest, and Interactable.
Use a Trigger Event or Interactable to trigger an event that resets and restarts a quest like this:
In this example, we created an Interactable that:
This second example shows a Trigger Event. Entering this trigger will
There are 2 additional copies of this game object in the scene.
Once a users finds all 3 objects the task will complete.
https://www.loom.com/share/b42322124fec49498f40e0e76b7a3828
Quests currently have two types of rewards:
To award an item to a user for completing a quest, simply add a reward to the Spatial Quest
component, select reward type Item
and enter the ItemID
for the item you want to reward.
To award a badge, simply select “Badge” as the reward type and then select the badge from the drop-down menu.
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