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Missions System

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Introduction

The mission system allows the building of general game progression.

The system includes:

Missions are created using the Mission Editor window Tools > Mission Editor.

“Under the hood” missions are stored inside the World scene inside the Missions Holder object. It allows referencing scene objects, which is quite handy during mission setup.

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Mission Editor

To open the Mission Editor window Tools > Mission Editor

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On the left side of the window, there is a missions list, where you can add, select or remove the mission. On the right side there is inspector of the selected mission.

To add a new mission press + button on the bottom of the missions list.

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In the pop-up menu select the required mission type. More info about mission types is below.

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To remove the mission, select it on the list and press the - button.

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To change the order of the missions simply drag them up or down in the list. In the game, missions will be started in that order from top to bottom.

Mission configuration (all options, and mission types)

Select a mission from the list.

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General Fields

Note - your small note is used only inside the editor window to quickly explain the mission. This note is displayed in the missions list and at the top mission inspector.

Id - unique mission ID used to save mission progress. Make sure it doesn’t repeat (can happen when copying a scene with the world, in this case, we recommend resetting IDs using little reset button on the right)

Title - task text displayed to users on top of the missions panel.

Reward Section

Reward Type - a type of reward the user will get for completion

Preview and Navigation

Use Custom Target Position - check to use a custom position for camera preview and navigation (otherwise default position will be used)

Camera Preview At Start - when checked camera will focus on the target object for a few seconds and will return to the normal state

Show Position Pointer - check to display a big red arrow above the target position

Show Guiding Line - check to display the guiding line

Show Guiding Arrow - check to display the guiding arrow

Subworld

Is Target In Subworld - check if the target (for preview and navigation) is located in the subworld - in this case navigation will lead to the subworld entrance first

Subworld Entrance - a reference to the subworld entrance

Subworld Behavior - a reference to the subworld behavior

Callbacks

Assign any public method from any script located on the scene. Useful for creating custom scenarios or actions.

On Mission Started - called after the mission is initialized and started.

On Mission Completed - called after the mission is completed.

Example of usage: mission #25 fishing - On Mission Started is used to ensure that the fishing point will be active.

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Special Fields

At the bottom of the mission inspector located a block with special fields for each mission type.