Getting Started
Unity Package Types
Components
Economy
Scripting
Guidelines
Support
Quests and Rewards
Quest Properties
On Started Event | Event that is triggered when the quest has started. |
Tasks | List of tasks that must be completed to complete the quest. See Task Properties section. |
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 |
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. |
Task Properties
On Started Event | Event that is triggered when the task is started. |
Property: | Function |
Name | Displayed name of the task |
Type | - Check: The task can be completed by doing one action.
- Progress Bar: The task can be completed by doing a number of actions specified in Progress Steps |
Progress Steps | Number of times the task has to be. Only used if task type is Progress Bar |
Task Markers | Display on-screen markers that guide the user to a specific location. |
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 |
How to start a quest
There are two ways to start a quest:
- Set the quest to start automatically (only one quest can be started automatically on a space)
- Call the quest event “Start Quest”. This is accessed thru any Spatial Event available via ,Trigger Event, andPoint Of Interest.Interactable
How to progress 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
How to restart a quest
Use a
Examples
An Interactable that completes a Quest Task
In this example, we created an
- triggers an open animation
- completes the “Open the door” task on our quest
A Trigger that adds progress to a Quest Task
This second example shows a
- disable the trigger to prevent repeat events
- add task progress to the “Find the 3 orbs” task
There are 2 additional copies of this game object in the scene.
Once a users finds all 3 objects the task will complete.
Add a Task Marker
Quest Rewards
Quests currently have two types of rewards:
- Badges: These are like Achievements (See )Badges
- Items: These are things the user can own
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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