Visual Missions and Objectives System


A lightweight yet powerful graphical editor that provides a robust way to design complex missions, quests, objectives and events with ease for both 2D and 3D games.


by Artiplier


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Visual Missions and Objectives System is a lightweight yet powerful graphical editor that provides a robust way to design complex missions, quests, objectives and events with ease for both 2D and 3D games. It supports not only side missions and quests, but also forcing players to complete missions in the exact same order you set. It also supports giving players the freedom of completing missions in any order they want.


Unlike other similar systems, we've built Visual Missions and Objectives System with scalability in mind and did not lock the system to a specific use case. It's a robust, scalable system that can easily handle any type of mission or objective using both triggers and events to track, organize, and progress your objective flowchart. Let's see some common examples (you still have to implement the logic for those actions yourself but we've included enough examples to explain how to integrate your actions with the system):

  • Simple objectives: go to position, talk to NPC, don't do something
  • Timer: unlock the door in 10 seconds, don't die for 60 seconds, wait 30 seconds to capture this area
  • Numeric: collect 10 coins, kill 5 enemies
  • Parallel: players can complete missions in any order
  • Sequence: players are forced to complete missions in a specific order

While the system is mostly visual and fully supports Unity Events for triggers such as mission start / end, it also has powerful scripting support which means you can control it easily from C# scripts.


Note 1: Requires TextMesh Pro and Legacy Input System for the demo only

Note 2: Works with any render pipeline (BI/URP/HDRP) but the demo is in BI