Simple Quest System is a complete quest and dialogue solution for Unity featuring a visual dialog editor, automatic intelligent quest generation, and 4 built-in UI styles.Simple Quest System is a fully-featured quest management and dialogue framework for Unity 6+.It enables developers to create, track, and complete quests with multiple objective types (counter, location, conversation, simple) and a flexible reward system supporting currency, items, XP, reputation, and custom data.The centerpiece is a visual node-based dialog editor that supports branching conversations with speech, player choices, narration, conditional branching, and quest-aware actions like starting, completing, and rewarding quests directly from dialog trees.Four professionally designed UI styles are included out of the box: Classic RPG, Cinematic, Speech Bubble, and Minimal.The standout feature is the AI Quest Creator, which lets developers describe a quest in plain English and automatically generates a complete Quest ScriptableObject with objectives and rewards alongside a fully-wired dialog tree handling all quest states -- from initial offer through acceptance, progress checking, turn-in, completion, failure, and abandonment.The system also includes a quest journal, on-screen tracker, alert notifications, save/load support, trigger components for locations and collectibles.Simple demo scene includedFurture Enhancements include: Dialog & UI - Localization support for dialog text and quest descriptions - Animated portrait expressions that change with emotion states - Skip/fast-forward for previously seen dialog Quest System - Quest chains/prerequisites — require completing one quest before another unlocks - Timed objectives with visible countdown UI - Branching quest outcomes — different endings based on player choices - Quest difficulty levels or level requirements Triggers & Interaction - Kill/defeat objective trigger (enemy death increments counter) - Escort objective type - Multi-step objectives (e.g., go to location then collect items there) - Proximity-based auto-dialog for ambient NPC chatter- Quest Management: Singleton SimpleQuestManager with full lifecycle control (start, complete, fail, abandon, reset). Supports 4 objective types (Simple, Counter, Location, Conversation) and 5 reward types (Currency, Item, Experience, Reputation, Custom). Event-driven architecture with callbacks for all state changes.- Visual Dialog Editor: Node-graph editor for building branching dialog trees stored as DialogTreeAsset ScriptableObjects. 15+ node types across 4 categories: Speech (Say, PlayerChoice, Narration), Flow (Start, End, Branch, BranchOnQuestStatus, Sequence, Random), Conditions (CheckQuest, CheckObjective, CheckVariable, CheckInventory), and Actions (StartQuest, CompleteQuest, GiveReward, SetVariable, TriggerEvent).- AI Quest Generator: Natural language parser (AIQuestGenerator) using regex-based extraction to parse objectives, rewards, and story context from plain English descriptions. Generates Quest assets and complete dialog trees with proper node wiring for all 5 quest states. Story-aware dialog generation produces contextual NPC dialogue referencing threats, locations, and task details from the original description.- 4 Dialog UI Styles: Classic RPG, Cinematic, Speech Bubble, and Minimal -- each supporting typewriter text effects, continue indicators, choice buttons, speaker portraits, and fade animations. Switchable per-NPC or globally via DialogManager.- Trigger System: QuestLocationTrigger for area-based objective completion with optional discovery dialogs, QuestCollectible for counter-incrementing pickups with effects and sounds, QuestConversationTrigger for dialog-driven completion.- Save/Load: Automatic PlayerPrefs-based persistence with manual serialization API. Full state restoration including objective progress and counter values.- Dialog Blackboard: Per-conversation and global variable system supporting Bool, Int, Float, and String types. Used for conditional branching and reward distribution.AI was used in various places to integrate the functionality together and to better understand how to integreate with Behaviour Designer




