Axon.Quest – Node-Based Quest Framework
A high-performance, ScriptableObject-based quest system for Unity. Create complex, branching stories with a powerful GraphView editor. Designed for performance and clean architecture.
by PixelPoint Interactive
Price History +
Axon.Quest is a high-performance, architecturally-driven framework built for developers who have outgrown "tutorial-grade" assets.
While most quest systems rely on slow string lookups and fragile event chains, Axon.Quest uses a High-level architectural approach to ensure your game remains performant, debuggable, and scalable from the first quest to the last.
🚀 Why Choose Axon?
Most quest systems on the Asset Store are built for beginners, leading to performance bottlenecks and "event-chain" crashes in large projects. Axon was designed to solve these specific pain points using specific architectural patterns:
- ScriptableObject Driven
Quests are immutable assets, making them extremely memory-efficient and easy to manage across teams using Version Control (Git/Perforce).
- Linearized State Changes
The Command Queue ensures that quest transitions are processed sequentially. This prevents the "Recursive Event Death Loop" where Quest A completing triggers Quest B, which triggers Quest C, eventually crashing your stack.
- Decoupled Architecture
Separation between Definitions (ScriptableObjects) and Runtime Instances (Data). This makes save-game management and memory usage lean.
🎨 Visual Workflow for Designers
- The Quest Graph Editor
A modern, node-based editor built on Unity’s latest UIElements API. Map out your entire game’s progression in a powerful, intuitive node-based window. Visualize branching paths, prerequisites, and world-state changes instantly.
- Live Debugging
See quest states update in real-time within the editor graph while you playtest.
- Zero-Code Interaction
Trigger quest starts, completion logic, and rewards directly in the Unity Inspector.
- Setup Wizard
Go from a blank project to a fully configured Quest Manager in three clicks.
- Import/Export Wizard
Seamlessly move data between Unity and Excel/Google Sheets via CSV/JSON. Perfect for narrative teams working outside the engine.
🛠 Technical Details
- Event-Driven Hooks
Easily trigger gameplay effects (spawn NPCs, give rewards, play cutscenes) via a robust event binding system.
- Thread-Safe Persistence
Includes an asynchronous JSON save provider that uses "Atomic Writing" (Write-to-temp then rename) to prevent save-game corruption.
- Fault-Tolerant Events
Built-in "Safe Invoke" wrappers ensure that a single buggy UI script or listener won't crash your entire quest engine.
- O(1) Performance
High-speed registry lookups ensure that even with thousands of quests, checking a state is nearly instantaneous.
- 128-bit Optimized Backend
Uses a custom QuestId struct (four uint values) providing the uniqueness of a GUID with the speed of an integer. Zero-allocation comparisons and zero string-overhead.
- Clean Code
100% C# source code included, strictly adhering to SOLID principles, fully namespaced, and heavily documented.
📦 Features at a Glance
- Node-Based Quest Editor (GraphView)
- Visual Hierarchy Debugger for real-time Play Mode monitoring
- Flexible Event System: Easily hook quest milestones into your existing gameplay, UI, or cutscene triggers.
- CSV/JSON Studio Ingestion Tools
- Command-Queued State Transitions
- 128-bit Zero-Alloc Quest IDs
🌊 Documentation
Online-Documentation can be found @ https://pixelpoint-interactive.com/documentation/axon-quest/1.0.0/