Quest & Game Flow System
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Price history
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Lowest recorded standalone price in this history: $15. The latest store price is $15, matching the lowest recorded price shown here.
View 2 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $15 | Latest store price | |
| $15 | Unity Permanent Decrease 2026-09-04 2026-09-11 |
Sale and bundle history
The 1 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Quest & Game Flow System
- Tools, Systems & Learning > Game Templates & Systems
- Art & Visuals > UI & GUI
Stop Hardcoding Your Game Logic. Start Orchestrating It.
Creating engaging tutorials, narrative-driven moments, or complex quest chains often leads to "spaghetti code"—a tangled mess of booleans, timers, and direct references that break easily.
The Quest & Game Flow System solves this by separating what needs to happen (Data) from how it happens (Logic).
This system is a dual-engine powerhouse:
1. A robust Objective System to track player tasks (collect, interact, reach location, etc.).
2. A powerful Sequence System to control the linear flow of events, capable of waiting for specific objectives to be finished before proceeding.
Philosophy: Data-Driven Design
All quests and sequences are defined as ScriptableObjects. This means:
- Designers are empowered: They can create new missions and edit game flow directly in the Project view without touching C#.
- Decoupled Architecture: Your game logic doesn't need to know which specific quest is active, just that a quest has changed state.
- Version Control Friendly: Easy to track changes to your game's content.
Key Features
The Objective System (Quests)
Define tasks, track their progress, and manage their states (Not Started, In Progress, Completed, Failed).
- Flexible Definitions: Create reusable ObjectiveDefinitions (e.g., "Collect 10 Coins").
- Timer: Objectives that must be completed within a time limit.
- Ready-to-Use Types: Includes built-in objectives for:
- Collection: Track item counts.
- Interaction: Track object interactions.
- Location: Detect entry into trigger zones.
- Highly Extensible: Easily create custom objective types by inheriting from a base class.
The Sequence System (Game Flow) - The Real Power
This is where the magic happens. A Sequence is a linear chain of steps that controls the game's pacing. Perfect for tutorials or cutscenes.
- Step-by-Step execution: The system executes steps one by one.
- Wait for Objective: The ultimate control feature. Pauses the entire sequence until the player completes a specific objective. (e.g., "Don't open the gate until the 'Find Key' objective is complete").
- Smart Wait Conditions: A sequence step isn't just an event trigger. It can pause execution until a condition is met:
- Wait for Seconds: Pause flow for X seconds (great for pacing dialogue).
- UnityEvent Integration: Each step can trigger standard UnityEvents to interact with any other system in your game.
- Custom Editor Tools: Includes a custom inspector for easily adding and reordering sequence steps.
Developer & Designer Friendly
- UI Included: Comes with basic prefab and scripts to display active objectives in your UI instantly.
- Clean API: Simple methods to start quests, update progress, and listen for events.
- Full Source Code: Clean, commented, and extensible C# code.
Why Choose This System?
Organization: Keeps your project clean by moving logic out of scene objects and into data assets.
Flexibility: Handles everything from a simple "Kill 10 Rats" quest to a complex, multi-stage tutorial sequence that guides the player.
Speed: Implements standard game flow mechanics in minutes, not days.
Orchestrate your game's progression today with the Quest & Game Flow System!