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The quest system allows users to build narrative structure in space.

Usually driven by interactions with NPCs in your regions, quests can lead users through gameplay or learning and training modules, or through tours, stories or other step based user engagements.

Setting up a quest

Quest Manager


Create an empty game object in your scene, set it to location 0,0,0 and add the quest manager game component to it.

Click the reserve ID button in the inspector to assign a unique id to your quest.

Click to add a step and give the quest a name.

Quest type

  • Daily-users can play it once every day.
  • Main-users can play the quest only once.
  • Side-can only be triggered by another quest.
  • Activity-users can replay continually.

Quest ID

The quest ID is generated automatically when you click reserve.

Quest Dependency IDs

You can chain quests using dependency ID-Set the size to the number of quests that need to be completed before this quest is available. Then add the individual quest ID of each quest that must already be completed by the user.

This allows you to have multiple quests initiated by the same quest NPC, in series.

Reward ID

Add the curator ID for any virtual good item you have uploaded. You can get this from the virtual goods component attached to the object once it has been submitted, or from the item list in your account at

Quest Step 1-Quest NPC


All quests are started by the user clicking an object; the “Quest NPC;” and opting in to the quest.

To turn any object in your scene into the Quest NPC, add the Quest NPC component to it. (You might normally make the Quest NPC a humanoid NPC, with the Statue component on it, rendering it as a character, but you can add the Quest NPC component to anything with a collider on it that the user can click to start the quest.)


Once you have added the quest NPC component to an object in your scene, drag that object into the Destination NPC field in the first step of your quest. Now when a user clicks that object it will allow them to start your quest.

Quest steps

You can add quest steps one at a time, building your story.

Each time you add a step it will duplicate your last step.

Steps can be moved up and down in the sequence using the arrows on the step title bar.

Quest step types;


The NPC step type is used to start the quest. (Allen do we need this in the drop down list?)



The activity step is a general step which you can use to deploy a wide range of activities which the user must complete before the next step initiates.


You can drag any “Startable” component into into the Activity field in this step.

The space quest system includes a range of standard startables you might want to use; for requiring a user to wear a particular clothing item or sit on a particular furniture item.

For more information on startables go here.

Scripting your own startables

You can also write your own startables, which can be full game rounds or learning modules, which the user has to complete before moving on with the quest.


Tick autoplay if you want this step to start immediately as the prior step completes. If you leave autoplay unticked the user will need to click the quest NPC to start the step.

You may need to leave the Autoplay unticked if your prior step is one that is registered as complete at the start of the step and the user will still engaged in an unrecorded activity before needing to move on.

For instance if the prior step was an activity step using the StartableGestureRequirement, the quest system will register the user as having completed the step when they initiate a gesture but that gesture may take 30 seconds to play, during which you may not want the next step to initiate.

Replay Discussion NPC

The Replay Discussion NPC is the object in the scene the user needs to click if they have failed to complete the quest step. This may be because the quest step is a game component which can be failed; or a learning component with a passing grade. Or it may be because they logged out or were disconnected half way through the deployment of the startable.

The replay NPC can be your original Quest NPC but if that is geographically some distance from the relevant quest step you may chose to put another object near the quest step activity which the user can click to restart the step.

This can be any object with the Quest NPC component added to it, dragged into the Replay Discussion NPC field in the step.

Area Hint

If you are using a navmesh to guide your users around the quest, the area hint will tell them where to go. It might usually be the same object as the Replay Discussion NPC but it can be any game object you drag into the field.



The quest step allows you to embed one quest inside another. This is a great way to move users from one region to another. (You can also use the Quest Game Object component to spawn teleportation portals at the right moment in front of the user, leading them to the next region.)

Subquest ID

Paste the ID of the child quest here.

Visit Location


The visit location step requires the user to go to a specific place in your region to continue the quest.

Area to Visit

Drag any game object including any NPC into this field to require the user to visit this location before the quest continues.

This step can be used in conjunction with the navmesh to lead them there via a visible path.

For more information on setting up the navmesh in your region go here. (need link)

Proximity (meters)

Set the proximity in meters to the selected game objects.



The collection step requires the user to click on and collect a specific game object in the scene.

Collectible Item

Add the Quest NPC component to the object you want the user to click on and collect. Drag the object into the Collectible Item field in the quest step. Make sure it has a collider on it so the user can click it.

Area Hint

If you want the navmesh to lead the user to the collectible, you can drag it into the Area Hint field. If you want them to have to search without a hint leave it empty or add your original Quest NPC to guide users back to the quest area in the event they leave the region during this step.



The counter step requires users to collect a defined number of counters.

Use this step in conjunction with objects in the scene that have either the Quest Counter Clickable or Quest Counter Proximity component attached.

You may also want to use the Startable Timed Counter which offers similar functionality to this step, when added to the Activity step, but on a timed basis.

Number required

Specify the number of counters the user needs to collect. This can match the total number available in the scene or there can be far more in the scene than the required number, depending on the nature of your game.

Quick ID Picker/Token ID

Add whatever ID you have manually applied to the Counter ID field of the Quest Counter Clickable or Quest Counter Proximity component attached to your counters.

Area Hint

Use this in conjunction with the navmesh feature to guide people to an area, or drag your Quest giving NPC here to guide users back to the start of the step should they relog before completion.



The conversation step allows you to build cut scenes in the quest, with successive combinations of dialogue, camera, audio and animation on the NPC and the player.

To edit the conversation step open the Quest Canvas (from the button at the bottom of the quest chain in the inspector window).

Conversation Actors


The conversation actors can be one or more NPCs and the play themselves.

Add an actor and drag any object with the Quest NPC component attached to it to the NPC Object field.

Actor Name

This will appear in dialogue panels during the conversation.

Is Player

Tick this to use the player as your actor. Add %PLAYER% to the Actor Name field to use the username in dialogue.

Move to location

Add an empty game object in the scene to this field to move your player to this location for the duration of the conversation.

This allows you to align the player with specific camera shots defined by you during the conversation.

Conversation dialogues


Once you have defined the actors in your conversation you can add as many steps to the conversation as you want.


Choose the actor narrating the dialogue step.


Enter the text as it should appear in the dialogue panel.


You can add an animation to the NPC or the player during the step.

Wait for continue?

Tick this if you want the dialogue step to remain on the screen until the user clicks continue.

Wait timeout

Define a time in seconds if you want the dialogue to end and the next to start automatically without the user clicking continue.

Camera angle

Create an empty game object in your scene and position it so that it looks where you want the user's camera to look during the dialogue.

You can position your view in the scene view in the Unity editor and then highlight the game object and in the top menu go to GameObject / Align with view to move the position and rotation of the game object to your view.

Dialogue Audio

You can add audio clips to the dialogue by dragging an audio file from your project to this field.

Use Lip Sync

Tick this if you want the mouth of the actor to be animated by your audio file.

Cutscene Dialogue Canvas

To use the conversation step you need to drag the Cutscene Dialogue Canvas prefab into your scene.

This screenspace canvas displays the dialogue during cut scenes and offers the continue button to users if you are using that function in your dialogues.

Make sure the Panel, which is a child of the Canvas, is disabled (the tick box in the top of the Inspector).

This ensures the panel will only be visible to users during the conversation steps of a quest; left on it will be permanently applied to the screen of everyone in the region.

Avoid putting the Cutscene Dialogue Canvas into a parent object, or if you do ensure the parent object is located at 0,0,0 in your scene or the canvas will be offset or invisible to the players.

Branch NPC


Branch NPC allows the user to setup several option for player to choose. It will lead to different quest steps based on the user's choice.


Startables are components you can drag into the activity step of a quest.

You attach the startable component to the relevant game object; it some cases it might be an empty game object created just to house the startable; and then drag that object into the Activity field of an Activity type step in your quest.

Startable Components:

Other Components

Quest Counter Clickable


Add the Quest Counter Clickable component to counters the user must click on to collect.

Counter ID

Enter an ID of your own creation to the Counter ID field and add the same ID to the Counter ID field of the Counter quest step or the Startable Timed Counter component.

Quest Counter Proximity


Add the Quest Counter Proximity component to counters the user must be within a certain proximity of in order to collect.

Counter ID

Enter an ID of your own creation to the Counter ID field and add the same ID to the Counter ID field of the Counter quest step or the Startable Timed Counter component.

Trigger Distance

Specify the distance from the object that will trigger a successful collection.


This allows you to rez and and derez items in your scene during specified quest steps.

Configurable parameters:

  • QuestID
  • MinStep
  • MaxStep

Attach to other objects (preferably a parent group, if you're updating multiple in a single step)

It enables or disables the object it is on, based on whether the user is inclusively on any step between Min and Max.

Objects can only be seen by the player.


This will place an object at the origin of the avatar; 0,0,0 relative to that avatar, non-attached.

To offset, place empty parent object with PlaceAtOrigin script and then offset visible object from invisible parent.


Use in quest text fields to add player name to dialogue.

Replay NPC

If it's possible to fail an activity step drag the quest NPC into the “Replay NPC” field. It will show a "!" asking the user to repeat the step.

Avatar effect NPC


Apply to NPCs designed to automatically accept gesture invites.