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Quest Duplicate Task when Switching between Mission/Quest

IndieGameHustle 8 months ago in Quests updated by Marti (Lead Developer) 3 months ago 4

Hi Team, 

Having a issue with quest. I have uploaded a video to assist. 

Getting a weird issue with Quest where if I have two quests each with a task. In play mode, when I switch / select between the two, the task from each is added to the other creating duplicate tasks. When I close the Menu ( Set Active to Off ) it resets back to normal.

I hope the helps, let me know if you needed anything else. 


Marti (Lead Developer) 3 months ago

Hi! This issue has been addressed and fixed. In the following days (most likely today), we'll send an update to the Unity Asset Store. The review times are around 1 to 2 days, so by the end of the week, the update should be live.

If after updating you encounter any issues, feel free to reopen the ticket. Cheers!

Under review

Quest Error - objects were not cleaned up when closing the scene

IndieGameHustle 9 months ago in Quests updated by Marti (Lead Developer) 4 months ago 7


When I am calling the Quest Menu I am getting the below error in the console. 

Error in console : 

Some objects were not cleaned up when closing the scene. (Did you spawn new GameObjects from OnDestroy?)

The following scene GameObjects were found:


Thank You


Kill multiple targets - to complete quest

Sam Leitch yesterday at 7:02 a.m. in Quests 0

Hey team,

Im struggling to find a way to kill six targets (clear an area) and once they all die for a quest to complete.

I imagine its a list veriable and add or subtract or a global possibly.

Any tips would be greatly appreciated as i've been wracking my rain trying to get it to work.


Approach to Quest Module

Rahul 1 month ago in Quests 0

So i was wondering what approaches are others taking when using the quest module, basically what is the best practice for quest module so you can scale up your game with multiple quests and side quests and still keep it simple to add / debug /test.

Would love to hear what approach are you using.


Saving/Loading and Quest Reliances

Jacob Falling 1 month ago in Quests updated by Marti (Lead Developer) 3 weeks ago 4


I have a number of scene objects that are activated, deactivated, or otherwise changed when On Quest Status changes. Unfortunately, once the game is reloaded, there does not seem to be  a way to trigger these again via the quests. It appears that once a quest state is Active, neither reactivating it again nor restarting it will trigger actions with the On Quest Status Trigger.

Is this something that can be changed, or is there a recommended least intensive method for replicating these changes after On Load?

Thank you for all your work,


Under review

Quest UI being destroyed atfer completion, Unable to use again

Sam Leitch 2 months ago in Quests updated by Marti (Lead Developer) 2 months ago 1

Hello again,

This error occurs only if i have a tracked quest on the hud, complete it and then try to complete a second quest.

Same two quests completed without being 'tracked' and i can complete them every time no issues.

I have it set to only show tracked Quests. Having this diactivaed, so showing both quests available on screen at once. It does not crash and bring up the error.

I would like to keep my UI uncluttered and only keep the currently tracked quest on screen. Would love some advice if available.

Kind regards,



MissingReferenceException: The object of type 'QuestUI' has been destroyed but you are still trying to access it.

Your script should either check if it is null or you should not destroy the object.

GameCreator.Quests.UI.QuestUI.UpdateQuest () (at Assets/Plugins/GameCreator/Quests/Mono/UI/QuestUI.cs:197)

GameCreator.Quests.UI.QuestUI.OnQuestChange (System.String questID) (at Assets/Plugins/GameCreator/Quests/Mono/UI/QuestUI.cs:142)

GameCreator.Quests.QuestEvents.OnChange (System.String questID) (at Assets/Plugins/GameCreator/Quests/Mono/Utilities/QuestEvents.cs:38)

GameCreator.Quests.QuestEvents.OnTrack (System.String questID) (at Assets/Plugins/GameCreator/Quests/Mono/Utilities/QuestEvents.cs:92)

GameCreator.Quests.Quest.SetIsTracking (System.Boolean isTracking) (at Assets/Plugins/GameCreator/Quests/Mono/Classes/Quest.cs:23)

GameCreator.Quests.UI.QuestUI+<>c__DisplayClass42_0.b__0 (System.Boolean status) (at Assets/Plugins/GameCreator/Quests/Mono/UI/QuestUI.cs:263)

UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <480508088aee40cab70818ff164a29d5>:0)

UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <480508088aee40cab70818ff164a29d5>:0)

UnityEngine.UI.Toggle.Set (System.Boolean value, System.Boolean sendCallback) (at C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Toggle.cs:280)

UnityEngine.UI.Toggle.set_isOn (System.Boolean value) (at C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Toggle.cs:243)

UnityEngine.UI.Toggle.InternalToggle () (at C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Toggle.cs:313)

UnityEngine.UI.Toggle.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/UI/Core/Toggle.cs:324)

UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:50)

UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)

UnityEngine.EventSystems.EventSystem:Update() (at C:/Program Files/Unity/Hub/Editor/2019.3.13f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)

Not a bug

Creating quest conditions bug

Dino Tobagin 2 months ago in Quests updated by Marti (Lead Developer) 2 months ago 1

When creating conditions for quests, I noticed that if I try the condition that compares a Variable(Any Type) and select Local Variable or a List Variable instead of Global, I am unable to actually set the GameObject property.


Understanding the "tracked" quests feature (newbie)

VictorSB 3 months ago in Quests updated by Marti (Lead Developer) 3 months ago 8

Hello I am a happy new user of game creator but I am having trouble understanding the quest system.

I managed to create my first basic quests, open the journal and show the quest hud.

I have several quests active but only one of them tracked, I was expecting only tracked quests will appear on the HUD but actually all active quests appear on the HUD regardless of them being tracked or not. Is this expected behavior? Can you filter the HUD to only show tracked quests?

Thank you

Under review

Web Demo

Aeon FitzGerald 5 months ago in Quests updated by Marti (Lead Developer) 5 months ago 1

Hey there, just wanted to bring to your attention that on the "Quest" web demo, if you track the quest then un-track it, the quest disappears and doesn't let you re-track. Will that happen if i also bought the asset?


Quests broke GC Preferences

Yojimbo 7 months ago in Quests updated by Marti (Lead Developer) 3 months ago 3

I'm running into an error related to the Quests module. I added a new quest with some tasks. Now the GC Preferences window paint is broken.

Here are the error descriptions:

ArgumentException: An item with the same key has already been added. Key: 24746
System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at :0)
System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at :0)
GameCreator.Quests.QuestsTreeView.BuildTree (UnityEditor.IMGUI.Controls.TreeViewItem& parentTree, GameCreator.Quests.IQuest parentAsset) (at Assets/Plugins/GameCreator/Quests/Editor/Database/QuestsTreeView.cs:47)
GameCreator.Quests.QuestsTreeView.BuildTree (UnityEditor.IMGUI.Controls.TreeViewItem& parentTree, GameCreator.Quests.IQuest parentAsset) (at Assets/Plugins/GameCreator/Quests/Editor/Database/QuestsTreeView.cs:69)
GameCreator.Quests.QuestsTreeView.BuildTree (UnityEditor.IMGUI.Controls.TreeViewItem& parentTree, GameCreator.Quests.IQuest parentAsset) (at Assets/Plugins/GameCreator/Quests/Editor/Database/QuestsTreeView.cs:69)
GameCreator.Quests.QuestsTreeView.BuildTree (UnityEditor.IMGUI.Controls.TreeViewItem& parentTree, GameCreator.Quests.IQuest parentAsset) (at Assets/Plugins/GameCreator/Quests/Editor/Database/QuestsTreeView.cs:69)
GameCreator.Quests.QuestsTreeView.BuildRoot () (at Assets/Plugins/GameCreator/Quests/Editor/Database/QuestsTreeView.cs:79)
UnityEditor.IMGUI.Controls.TreeView+TreeViewControlDataSource.FetchData () (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewControl/TreeViewControlDataSource.cs:53)
UnityEditor.IMGUI.Controls.TreeViewDataSource.ReloadData () (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewDataSource.cs:53)
UnityEditor.IMGUI.Controls.TreeView+TreeViewControlDataSource.ReloadData () (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewControl/TreeViewControlDataSource.cs:25)
UnityEditor.IMGUI.Controls.TreeViewController.ReloadData () (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewController.cs:289)
UnityEditor.IMGUI.Controls.TreeView.Reload () (at C:/buildslave/unity/build/Editor/Mono/GUI/TreeView/TreeViewControl/TreeViewControl.cs:105)
GameCreator.Quests.QuestsTreeView..ctor (UnityEditor.IMGUI.Controls.TreeViewState state, GameCreator.Quests.DatabaseQuestsEditor questsEditor) (at Assets/Plugins/GameCreator/Quests/Editor/Database/QuestsTreeView.cs:42)
GameCreator.Quests.DatabaseQuestsEditor.OnEnable () (at Assets/Plugins/GameCreator/Quests/Editor/Database/DatabaseQuestsEditor.cs:91)
GameCreator.Core.DatabaseInfo:.ctor(IDatabase) (at Assets/Plugins/GameCreator/Core/Editor/Preferences/PreferencesWindow.cs:32)
GameCreator.Core.PreferencesWindow:LoadDatabases() (at Assets/Plugins/GameCreator/Core/Editor/Preferences/PreferencesWindow.cs:147)
GameCreator.Core.PreferencesWindow:OpenWindow() (at Assets/Plugins/GameCreator/Core/Editor/Preferences/PreferencesWindow.cs:223)


NullReferenceException: Object reference not set to an instance of an object
GameCreator.Quests.DatabaseQuestsEditor.PaintQuestToolbar () (at Assets/Plugins/GameCreator/Quests/Editor/Database/DatabaseQuestsEditor.cs:270)
GameCreator.Quests.DatabaseQuestsEditor.OnInspectorGUI () (at Assets/Plugins/GameCreator/Quests/Editor/Database/DatabaseQuestsEditor.cs:261)
GameCreator.Core.IDatabaseEditor.OnPreferencesWindowGUI () (at Assets/Plugins/GameCreator/Core/Editor/Data/IDatabaseEditor.cs:17)
GameCreator.Core.PreferencesWindow.PaintContent (System.Int32 currentSidebarIndex) (at Assets/Plugins/GameCreator/Core/Editor/Preferences/PreferencesWindow.cs:189)
GameCreator.Core.PreferencesWindow.OnGUI () (at Assets/Plugins/GameCreator/Core/Editor/Preferences/PreferencesWindow.cs:92)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at :0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at :0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:129)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:244)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Any idea how to fix it or get the GC Preferences to display again? Thanks!

Marti (Lead Developer) 3 months ago


I'm marking this issue as resolved. We have identified a critical issue that made it possible for an Undo command to break the quests layout under certain circumstances. We'll be releasing a new version tomorrow and it should be live between Wednesday and Thursday.

If you still experience any issue after updating (when the package is released), feel free to reopen this thread. Thank you!