Design branching quest chains as cards, drop in the journal, then report progress with one call - the log works out the rest.Most games do not need a narrative framework. They need to define objectives, track progress, unlock the next quest and save it - without spending a week on plumbing. Quick Quest Log is exactly that: a visual chain editor for designing quests, a journal your players actually read, and a plain C# quest log you drive with a single call.DESIGN IT AS CARDSLay quests out on a board, Alt-drag from one card onto another to make it a prerequisite, and let Auto Layout arrange the whole chain. Loops are detected and refused. Built-in validation calls out quests with no objectives, duplicated quests, empty targets, and quests no player could ever reach.EVERY OBJECTIVE, EDITED IN PLACEPick a card and write its lines right there in the side panel. Five built-in kinds - Collect, Defeat, Reach, Talk, Deliver - plus Custom for anything else. Reorder them, retarget them, and set how they behave: a hidden line that only appears once the one above it is done, or a failure line that ends the quest the moment it completes.A JOURNAL YOUR PLAYERS READDrop the journal into your scene and it is finished: category tabs, the quest list with live progress bars, and a detail pane holding the briefing, the objective checklist, the reward and the Accept / Track / Abandon buttons. Locked quests stay in the list and say what is standing in the way - "Requires level 5", "Finish A Village in Need first". A HUD tracker follows the quest the player is tracking, ticks its objectives as they happen, and hides itself when there is nothing to show. Four built-in themes - Midnight, Parchment, Slate and Ember - restyle both views at once.ONE CALL, EVERY QUEST THAT CARESGameplay reports what happened. The log works out which quests it moves.QuestLogContainer.Main.Defeat("wolf");QuestLogContainer.Main.Collect("moonherb", 5);Objectives tick, quests complete, the next links unlock and auto-start quests fire - without another line from you. No per-quest wiring, no listener soup.CHAINS THAT BRANCH AND GATEPrerequisites with AND or OR logic. Level requirements. Repeatable bounties. Auto-starting openers. And either/or groups, where taking one quest closes the other for good - branching stories without hand-rolling a state machine.CLEAN UNDER THE HOODThe journal is optional. Underneath it is a plain C# model: quest states, objective counts, unlock rules and change events, with no scene and no Unity lifecycle - drive it straight from gameplay code and draw your own interface instead if you would rather. Save and load to JSON, PlayerPrefs or a file. Rows are keyed by quest id, so editing your board later never corrupts an existing save.NO DEPENDENCIESuGUI and Unity's built-in font. Every sprite the journal draws is generated at runtime, so there is no art to import. No TextMeshPro, no Input System, no third-party packages. Works on Built-in, URP and HDRP.GET RUNNING IN 30 SECONDSTools > Quick Quest Log > Setup Window. Create Demo Board gives you nine quests showing every rule - an auto-starting opener, a repeatable bounty, a hidden objective, a branching either/or choice, level gates and a line that fails its quest. Create Demo Scene wires the journal, the tracker and a bar of stand-in gameplay buttons to it, already populated in the Scene view before you press Play.Full C# source included.Visual quest chain editor: quests as cards, Alt-drag to link, directional arrows, right-click menus, cycle detectionAuto Layout in two shapes: rows (top-down) and columns (left-right)Built-in validation: quests with no objectives, duplicate quests, empty objective targets, unreachable questsKeyboard shortcuts: F frame all, Ctrl+N add quest, Ctrl+D duplicate, Delete removeFull objective list editor in the side panel — add, reorder, retarget, no Project window round-tripsRuntime journal panel: category tabs, quest list with live progress bars, and a detail pane with the briefing, objectives, reward and Accept / Track / AbandonLocked quests stay listed with the reason they are locked — level, prerequisite or an exclusive choice already takenHUD quest tracker that follows the tracked quest, ticks objectives live and hides itself when idleTheme asset with four built-in palettes (Midnight, Parchment, Slate, Ember) restyling journal and tracker togetherEvery UI sprite generated procedurally at runtime — no textures to importFive objective kinds (Collect, Defeat, Reach, Talk, Deliver) plus Custom for anything elseHidden objectives that appear only once the line above them is doneFailure objectives that end the quest when completed — timers, betrayals, mutually exclusive endingsQuest states: Locked, Available, Active, Completed, FailedPrerequisite chains with AND or OR logic, level requirements and either/or exclusive groupsAuto-starting quests, repeatable quests, and abandon supportOne-call progress reporting that advances every active quest waiting on that targetPure C# QuestLogModel with Changed, QuestStateChanged and ObjectiveProgressed eventsSave / load to JSON, PlayerPrefs or file, keyed by quest id so board edits never break old savesQuest categories (Main, Side, Bounty, Exploration, Event) with per-category accent colorsOne-click demo: a nine-quest sample chain plus a fully wired demo sceneZero dependencies: uGUI and Unity's built-in font. No TextMeshPro, no Input SystemRender pipelines: Built-in, URP and HDRPUnity 2022.3 LTS or newerFull C# source included, documented

