Easy Chapter Generator – Linear Chapters & Objectives
OverFuture
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Build deterministic linear Chapters and Ordered Objectives with a visual authoring workflow, runtime API, lifecycle events, validation, scene transitions, failure handling and progress persistence.Submitted for the Built-in Render Pipeline. The included Demo and its materials are authored for Built-in. The core runtime and Editor tooling use no render-pipeline-specific APIs, but full-package compatibility with URP, HDRP or custom RPs is not claimed. Demo dependencies: Cinemachine 3.1.7 and Input System 1.18.0. Active Input Handling: Input System Package (New) or Both.Easy Chapter Generator is a visual authoring and runtime system for building deterministic linear progression in Unity.Create Chapters, organize Ordered Objectives, configure lifecycle actions and events, connect optional Scene Objective Components, validate your setup, and control the complete progression flow from the Editor or C#.Build progression without building the framework firstEasy Chapter Generator separates progression from gameplay logic:The Chapter Manager coordinates the active Chapter, transitions, failure handling and progression state.Each Chapter contains an ordered sequence of Objectives.Each Ordered Objective stores its identity, conditions, lifecycle actions and state.Optional Scene Objective Components can detect gameplay interactions and request completion of the linked Objective.Your own systems remain in control of dialogue, inventory, UI, movement, combat, cameras and other gameplay-specific behaviour.This makes the system suitable for adventures, escape rooms, training simulations, story-driven experiences, guided sequences, interactive applications and other projects that need predictable linear progression.Visual workflow for designersMost progression can be authored directly from the Chapter & Objectives window:Create and reorder Chapters.Create and reorder Objectives.Configure conditions and delays.Activate or deactivate GameObjects on start or completion.Trigger UnityEvents.Link scene interactions without manually managing IDs.Validate broken links, duplicate bindings and incomplete configurations.Navigate quickly between Chapters, Objectives and linked scene components.Use Undo/Redo throughout the authoring workflow.Extensible for programmersThe visual workflow does not lock you into predefined behaviours.Use the public runtime API to query or control progression, listen to lifecycle events, trigger failure, manage scene transitions or integrate the system with your own gameplay architecture.You can also create your own Objective components by deriving from the included Objective base class and requesting completion when your custom gameplay condition is met.Included Objective components cover common use cases such as:Trigger-based completionButton interactionsTimed ObjectivesObject destructionObject placementMulti-action conditionsWalk-to destinationsExternal/code-driven completionDeterministic runtime progressionEasy Chapter Generator maintains a predictable execution model:A Chapter becomes active.The first eligible Ordered Objective becomes active.The Objective completes, skips, or fails according to your logic.The next eligible Objective starts automatically.The Chapter completes only when its progression is finished.Optional completion transitions can continue the experience in another scene or Chapter.Repeated completion requests are handled safely and the current Chapter and Objective can be queried at runtime.Failure handling without hidden behaviourFailure is explicit and under your control.Call the Failure API when your game decides that the current experience has failed. Easy Chapter Generator updates the progression state and emits both C# and UnityEvent notifications.It does not automatically reload scenes, restore checkpoints or decide how your game should recover. You decide whether failure should show a death screen, restart the Chapter, reload a scene, update statistics or trigger another custom response.Progress State PersistenceThe package includes lightweight progression persistence with a replaceable storage backend.It is designed to preserve progression state — not to replace your complete save-game system.The default implementation uses PlayerPrefs, while the public persistence interface allows projects to provide their own storage implementation.Scene transitions and handoffChapter completion can transition between scenes while preserving the intended destination Chapter or Objective.The handoff system ensures that a scene reload or transition resumes at the configured progression point instead of falling back to the default Chapter.Built-in validationAuthoring mistakes are surfaced before they become runtime bugs.Validation detects issues such as:Missing or invalid identifiersDuplicate Scene Objective bindingsComponents linked to the wrong ChapterMissing scene componentsIncomplete Objective configurationInvalid referencesWarnings and errors are shown directly in the authoring workflow so they can be corrected without manually searching the hierarchy.Documentation and DemoEasy Chapter Generator includes:A complete playable Demo for the Built-in Render PipelineEnglish and Spanish documentationQuick-start tutorialsRuntime flow documentationComponent referenceC# examplesCustom Objective tutorialsFailure and persistence guidesTroubleshooting and support documentationDocumentation is also available online:https://overfuture.dev/easychaptergenerator/Render Pipeline CompatibilityThe included Demo is authored for the Built-in Render Pipeline. The core Easy Chapter Generator runtime and Editor tooling do not use render-pipeline-specific APIs, but the Demo materials are not intended for URP or HDRP. Developers using URP or HDRP can use the core Chapter and Objective system with their own project scenes and materials.Designed to stay out of your wayEasy Chapter Generator focuses on one job: reliable Chapter and Objective progression.It does not try to replace your dialogue system, inventory, character controller, quest framework or complete save-game architecture. Instead, it provides a clean progression layer that those systems can connect to through UnityEvents, public APIs and lightweight adapters.Key FeaturesVisual Chapter Manager and Ordered Objective authoring workflowDeterministic linear chapter and objective progressionObjective conditions, delays, lifecycle actions and UnityEventsScene Objective Components with assisted linking and validationBuilt-in objective components for triggers, interactions, timers, destruction, placement, multi-action logic and walk-to destinationsSupport for custom Objective-derived componentsRuntime API for querying and controlling progressionExplicit failure flow with C# events and UnityEventsScene transitions with chapter/objective handoff supportProgress State Persistence with replaceable storage backendEditor validation for IDs, links, configuration and scene componentsUndo/Redo support throughout the authoring workflowDemo project and extensive offline/online documentationFull documentation available in English and SpanishIncluded Objective ComponentsTrigger, Button, Timed, Destruction, Object Placement, Multi Action and Walk To components, plus an extensible Objective base class for custom and code-driven completion.CompatibilityUnity 6.3 LTSPackage and Demo: Built-in Render PipelineCore runtime and Editor tooling contain no render-pipeline-specific APIsDemo uses Built-in Render PipelineDocumentationFull English and Spanish documentationOffline documentation includedOnline documentation: https://overfuture.dev/easychaptergenerator/DependenciesCore: Unity UI / TextMesh ProDemo: Cinemachine 3.1.7 and Input System 1.18.0Demo requires Active Input Handling set to Input System Package (New) or Both.Third-Party ContentThe included Demo uses a reduced subset of Unity Starter Assets under the Unity Companion License. See the Third-Party Notices file included with the package for details.OpenAI ChatGPT and Codex were used as development assistants for code review, refactoring, automated test generation, technical documentation and development workflow support.All production code, editor tooling, documentation and generated outputs were reviewed, integrated, tested and validated by the publisher in the actual Unity project. The package has undergone extensive automated and manual testing.No AI-generated third-party copyrighted content is included.


