MissionFlow - Quest Engine & Objective Manager
Create, manage, and track quests effortlessly with MissionFlow, a powerful Unity quest engine & objective manager that streamlines development and makes immersive storytelling easier than ever.

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- Category:
- Templates › Systems
- Developer:
- Despair
- Price:
- $15
- Favorites:
- 4
- Supported Unity Versions:
- 2021.3.19 or higher
- Current Version:
- 1.0
- Download Size:
- 1.52 MB
- Last Update:
- Feb 20, 2025
- Description:
- Boost your game's quest system with MissionFlow! A powerful quest engine & objective manager for Unity, featuring dynamic quest creation, tracking, and seamless integration. Elevate player engagement today! Supported Render Pipelines: Standard/Built-In, Universal, Hdrp. For a list of features, see Technical Details.
- Technical Details:
- QuestManager.cs: Manages quest lifecycle, tracks active/completed quests, updates UI, and handles quest progression. Supports various quest types: Dialogue, Location, AreaWait, Collect, Kill. Uses coroutines for timed events. Validates NPC interactions only for active Dialogue quests. PlayerInteraction.cs: Raycasts to detect interactable NPCs, updates crosshair color, and triggers NPC dialogue on Mouse0 press. NPCInteraction.cs: Attached to NPCs with dialogue lines, communicates with QuestManager to start quest-specific dialogues. AreaWaitTrigger.cs: Attached to trigger zones for AreaWait quests, starts a timer, resets on exit, and completes quest after required wait time. CollectibleItem.cs & CollectSystem.cs: Defines collectible objects, raycasts to detect collectibles, validates items against active Collect quest's requirements, tracks collected quantities, and auto-completes quests when target is met. Key Interactions: QuestManager centralizes logic, validates quest conditions, and updates UI. PlayerInteraction and CollectSystem use raycasting for real-time object detection. AreaWaitTrigger and CollectSystem enforce quest-specific restrictions. Dialogue and quest completion trigger UI animations. Technical Notes: Uses Unity UI, coroutines handle asynchronous tasks, singleton pattern in CollectSystem, event-driven design. Core Purpose: A modular quest system enabling diverse objectives with UI integration, validation checks, and seamless progression. Player Controller Systems: Energy System, Footstep System, Crouch System, Mouse Look System.
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