Getting started
Getting Started
Using an Existing Unity Project
Samples & Examples
Core Concepts & Glossary
Unity Package Types
Spaces & Space Templates
Custom Avatars
Custom Avatar Animations
Avatar Attachments
Custom Prefab Objects
World Building
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Quests and Rewards
Drivable Vehicles
Economy
Economy Overview
Items
Rewarding Items
World Currency
Selling Items
Scripting
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Guidelines
Supported Features and Limitations
Performance Guidelines
Lighting
Publishing to Spatial
Finding Published Packages
Support
FAQs
Help and Community
Release Notes
Quest Events VS
We’ve added nodes for quest events that might happen at any time. In this document we’ll go thru the two types of events present that involve quests: quest events and task events.
For quest events,
Spatial Quest: On Started
and Spatial Quest: On Completed
execute whenever the quest is started or completed. Quests also have the ability to be reset (whenever we’d like a user to do the quest again for example). This is where Spatial Quest: On Reset
comes in handy.
Regarding task events, they’re pretty similar to quest events, but specific for tasks. Spatial Quest: On Task Started
and Spatial Quest: On Task Completed
are triggered when a specific task or quest is started/completed. If you want to be more general about it, you can use the Spatial Quest: On Any Task Started
and Spatial Quest: On Any Task Completed
nodes.In the following example, we can see we’re playing a particle system when the quest is completed, play a sound effect whenever any task is started, and activating the ‘Chair’ game when the task with id 2 is started.