
MissionFlow - Quest Engine & Objective Manager
Despair
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Create, manage, and track quests effortlessly with MissionFlow! This advanced Unity quest engine & objective manager streamlines development, making immersive storytelling easier than ever.Boost your game's quest system with MissionFlow! A powerful quest engine & objective manager for Unity, featuring dynamic quest creation, tracking, and seamless integration. Elevate player engagement today!Supported Render Pipelines:✅ Standard/Built-In✅ Universal✅ HdrpFor a list of features, see Technical Details📜 QuestManager.csManages quest lifecycle: tracks active/completed quests, updates UI, and handles quest progression.Supports various quest types:🗣️ Dialogue: Requires interacting with specific NPCs.📍 Location: Navigate to a target GameObject.⏳ AreaWait: Stay in a trigger zone for a set time.🛒 Collect: Gather items matching quest requirements.⚔️ Kill: Defeat enemies (logic partially stubbed).Uses coroutines for timed events (e.g., dialogue typing, area wait timer).Validates NPC interactions only for active Dialogue quests.🎮 PlayerInteraction.csRaycasts to detect interactable NPCs (tagged "Dialogue").🔴 Updates crosshair color (red/white) to indicate interaction availability.Triggers NPC dialogue on Mouse0 press.🗣️ NPCInteraction.csAttached to NPCs with dialogue lines.Communicates with QuestManager to start quest-specific dialogues.⏳ AreaWaitTrigger.csAttached to trigger zones for AreaWait quests.Starts a timer when the player enters the zone; resets on exit.Completes quest after the required wait time.🛒 CollectibleItem.cs & CollectSystem.csCollectibleItem: Defines collectible objects (e.g., "Health Pack").CollectSystem:Raycasts to detect collectibles (tagged "Collectable").Validates items against the active Collect quest's requirements.Tracks collected quantities and auto-completes quests when the target is met.🔴 Crosshair feedback for valid items.🔧 Key InteractionsQuestManager centralizes logic, validates quest conditions, and updates UI.PlayerInteraction and CollectSystem use raycasting for real-time object detection.AreaWaitTrigger and CollectSystem enforce quest-specific restrictions (e.g., only collect required items during Collect quests).Dialogue and quest completion trigger UI animations (e.g., "Task Completed" popup).⚙️ Technical NotesUses Unity UI (Canvas, TextMeshPro) for quest/dialogue displays.Coroutines handle asynchronous tasks (e.g., typing text, timers).Singleton pattern in CollectSystem for global item tracking.Event-driven design (e.g., quest completion triggers next quest automatically).🎯 Core PurposeA modular quest system enabling diverse objectives (dialogue, exploration, collection) with UI integration, validation checks, and seamless progression.🎮 Player Controller Systems:⚡ Energy System: Manage stamina or other resources during gameplay.👣 Footstep System: Adds immersive footstep sounds based on player movement and surface type.🔻 Crouch System: Customizable crouching options, with support for both “hold to crouch” and “press to crouch.”🖱️ Mouse Look System: Advanced mouse look controls with head bobbing for first-person perspective.