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Shaders, Effects, Optimization
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.
To open the Mission Editor window Tools > Mission Editor
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.
In the pop-up menu select the required mission type. More info about mission types is below.
To remove the mission, select it on the list and press the -
button.
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.
Select a mission from the list.
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 Type - a type of reward the user will get for completion
Resources - reward the player with any resource
Tool - unlock the specified tool once the mission is completed
Interaction To Unlock - an interaction that will be unlocked
UI Reward Info - info displayed on the pop-up window
Generic - can be any custom type of reward. The missions system will only display a pop-up window similar to the tools. The implementation should be written separately. The template has an implementation for any buildable object in the form of the Object Enabler By Mission script. This script will enable any object once the required mission is completed. To use it simply add the script on the object and fill in the mission ID (Check Cooking Place 1 in World 1)
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
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
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.
At the bottom of the mission inspector located a block with special fields for each mission type.