Smart Quest System OFFICIAL SALE

I built this because the same thing kept breaking in every quest system I

tried. A quest wouldn't show up, or a player got stuck, and there was no

fast way to see why. So that's the whole idea here. Every condition a

quest checks hands back a real reason in words, not just true or false.

When a quest is locked it can say "Requires at least level 3, you have 1."

That same line shows up in the quest log, in a tooltip, and in the

debugger, and you can drop it into your own UI, because it gets worked out

in one place.


Two things come out of that, and you can check both before you buy. The

quest logic lives in a plain C# core that never touches UnityEngine, so it

runs in unit tests without you entering Play mode. I put 130 of those

tests in the package so you can run them yourself. And every quest is just

a ScriptableObject, so when a teammate edits one you read it as an

ordinary line in a Git diff instead of opening a graph editor to work out

what moved.


It stays out of your way. Rewards are data in your own words, and the

framework never hands anything to the player. You register one small hook

and your economy stays yours. Objectives handle the common cases: count

something like "collect 3 ore", check a live world state like "have 3

ore" (which drops back to incomplete if the player spends it), or count

distinct things like "visit 3 different shrines". Anything unusual is a

custom objective in about ten lines. Chains, choices, timed quests, repeat

rules and fail states are fields you set in the inspector, not classes you

have to inherit from.


Any game that tracks goals fits, from an RPG to a survival game to a

tutorial to a side questline in a shooter. The quest log, tracker and

popups are an optional uGUI prefab with a single theme asset. Restyle it,

replace it, or skip it and use your own. Nothing here depends on it, and

nothing depends on any other asset I sell. You get the full C# source. No

DLLs.