Quest System GuideLive

Create engaging missions and objectives for players in your Unreality3D experience

What is the Quest System?

The U3D Quest System lets you create missions and objectives for players in your Unreality3D experience. Players can collect items, reach locations, talk to characters, and complete challenges to progress through your experience.

Getting Started

1
Add the Quest System
  • Open menu U3D → Creator Dashboard
  • Go to Project Tools → Game Systems
  • Find "Add Quest System", click Apply

This adds the core elements to your Scene Hierarchy: a Quest Manager and a Quest Log that will show in Play mode.

2
Create Your First Quest
  • Right-click anywhere in your Scene Hierarchy
  • Choose U3D → Quest System → U3D Quest
  • Name it descriptively, like "Quest - Welcome"

This creates an actual Quest, with a single Objective child object. Additional Quests can be added and will be managed by the Quest Manager.

3
Edit Quest Objective
  • Left-click the triangle to the left of your New Quest in the Scene Hierarchy
  • Select Objective 1
  • Name it descriptively, like "Objective - Reach Goal"
  • See below for Objective Type specific settings
4
Add More Objectives (Optional)
  • Right-click your new Quest object in the Scene Hierarchy
  • Choose U3D → Quest System → U3D Quest Objective
  • Name it descriptively, like "Objective - Interact with Quest Giver"

This adds a new task the player must complete to the overall Quest. Additional Objectives can be added to any Quest.

Quest Types You Can Create

💎

Collection Quests

"Collect 5 crystals"

  • Set Objective Type to Collection
  • Set Target Count to 5
  • Place crystal objects in your Scene
  • Add U3D Quest Trigger to each crystal
📍

Location Quests

"Reach the ancient ruin"

  • Enable Start Automatically in the Inspector with Quest selected
  • With Objective selected, set Objective Type to Location
  • Drag a goal object from the Scene Hierarchy into Target Location
  • Set Location Radius for how close players need to get
  • Position your goal object in the Scene
💬

Interaction Quests

"Talk to the village elder"

  • Set Objective Type to Interaction
  • Connect to your existing interaction objects
  • Works with buttons, levers, doors, grabbables, throwables, etc.

Adding Quest Givers (NPCs)

Create an NPC

  1. Right-click in Scene Hierarchy
  2. Choose U3D → Quest System → U3D Quest Giver
  3. Position where you want your character
  4. Left-click the triangle to the left of Quest Giver in the Scene Hierarchy
  5. Select Visual object and replace in place with custom character art

Configure the NPC

  • Giver Name: What they're called ("Village Elder")
  • Quest To Give: Drag your Quest here
  • Dialog Text: What they say to players
  • Interaction Range: How close players need to be
  • Move and scale the Dialog Position object to your liking

Connecting Everything Together

Link Objectives to Objects

  1. Create objects players interact with (crystals, switches, etc.)
  2. Add U3D Quest Trigger to each object
  3. Connect the trigger to its Quest Objective

Set Up Rewards

  1. Select your Quest in the Scene Hierarchy
  2. Find Quest Rewards section in the Inspector
  3. Add what happens when completed:
    • Unlock new areas
    • Spawn reward objects
    • Play celebration effects
    • Update Scoreboard
    • Award achievements

Visual Feedback for Players

Quest Progress Display

The Quest log automatically shows:

  • Active Quests
  • Progress on each Objective
  • Completion status

Visual Indicators

Add optional indicators to your Quest objects:

  • Quest Available: Exclamation mark above NPCs
  • Interaction Prompt: "Press E to talk" text
  • Quest Complete: Checkmark or celebration effect

Tips for Great Quests

Start Simple

  • Begin with 1-2 Objectives per Quest
  • Test each Quest before adding more
  • Make Objectives clear and obvious

Guide Your Players

  • Use visual markers to show where to go
  • Write clear Objective descriptions
  • Place Quest Givers in obvious locations

Create Variety

  • Mix Collection, Location, and Interaction Objectives
  • Tell a story through your Quest descriptions
  • Reward exploration and creativity

Test Your Quests

  • Play through each Quest completely
  • Make sure Objectives trigger correctly
  • Check that Quest log updates properly

Common Quest Patterns

Tutorial Quest
  1. Talk to Guide (Interaction)
  2. Walk to Practice Area (Location)
  3. Collect Practice Item (Collection)
Exploration Quest
  1. Find Hidden Cave (Location)
  2. Collect Ancient Artifact (Collection)
  3. Return to Archaeologist (Interaction)
Challenge Quest
  1. Activate 3 Switches (Interaction × 3)
  2. Reach the Top Platform (Location)
  3. Collect the Treasure (Collection)

Troubleshooting

Quest Won't Start

  • Check that Start Automatically is enabled in Quest where needed
  • Check that Quest Giver has a Quest assigned
  • Make sure Quest Manager exists in your Scene
  • Verify player is close enough to interact

Objectives Not Updating

  • Ensure Objective has correct Target Count
  • Check that triggers are connected to Objectives
  • Make sure Quest is actually started

NPCs Not Responding

  • Check Interaction Range setting
  • Verify Quest Giver has dialog text
  • Make sure Quest isn't already completed

Advanced Features

Repeatable Quests

Enable Allow Repeat Quests on your Quest Giver so players can do the same Quest multiple times.

Chain Quests

Use Quest Rewards to automatically start the next Quest when one completes.

Audio Feedback

Add Quest start, progress, and completion sounds by dragging audio files to the corresponding Quest Manager fields.

Advanced Multiple Choice Interactions

Quest Givers can offer players multiple choices (like dialogue trees or branching storylines) using the Multiple interaction mode.

Setting Up Multiple Choices

  1. Select your Quest Giver in the Scene Hierarchy
  2. In Interaction Choices section, select Multiple
  3. Configure each choice with:
    • Choice Label: What players see ("Help the village", "Ignore the request", "Ask for payment")
    • Choice Key: Which key players press (1, 2, 3, etc.)

Creating Custom Responses

  1. In the Quest Giver Inspector, find Creator Events
  2. Click the + button on On Choice Selected
  3. Drag an object with your custom script into the event field
  4. Select your custom method from the dropdown
public void HandlePlayerChoice(U3DInteractionChoice choice) { switch (choice.choiceLabel) { case "Help the village": // Start hero quest, give reward break; case "Ignore the request": // Close dialog, no quest break; case "Ask for payment": // Start paid quest, deduct coins break; } }

Creative Uses

  • Branching Storylines: Different choices start different quest chains
  • Personality System: Track player choices to affect future interactions
  • Resource Trading: Offer different rewards based on what players choose
  • Difficulty Selection: Let players choose easy, medium, or hard versions of quests

Multiple choices let you create rich, interactive storytelling that responds to player decisions!


🎉 Your Quest system is now ready! Create engaging missions that tell your story and guide players through your unique Unreality3D experience.