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
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.As an example, lets say we want to have a quest with a task (id to it so we can detect when the user touches it. We can now add a
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
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.