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
Quests VS
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.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.MORE VS Quest examples:
Quest Events
Quest Actions
Quest Getters