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+2
Fixed

Quest Duplicate Task when Switching between Mission/Quest

IndieGameHustle 5 months ago in Quests updated by Marti (Lead Developer) 11 hours 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. 



Regards

Answer
Marti (Lead Developer) 11 hours 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!

+1
Under review

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

IndieGameHustle 6 months ago in Quests updated by Marti (Lead Developer) 1 month ago 7

Hello, 

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:

GameCreator.Quests.QuestsManager(singleton)

Thank You

0
Under review

Web Demo

Aeon FitzGerald 2 months ago in Quests updated by Marti (Lead Developer) 2 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?

0
Fixed

Quests broke GC Preferences

Yojimbo 3 months ago in Quests updated by Marti (Lead Developer) 3 days 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)
UnityEditor.Editor:CreateEditor(Object)
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)

And...

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!

Answer

Hi;

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!

0
Completed

Displaying a selection of active quests

Oliver Marshall 4 months ago in Quests updated by Marti (Lead Developer) 9 hours ago 4

Hi

I want to have a Noticeboard type thing in my game where you can see available quests. For this I need to break quests down in to groups, probably something like Easy, Medium and Hard. In one area I want to show Easy quests on the board. In another area, I want Medium etc. 

My question is really whether this can be done? Any ideas clearly welcome but I want to use this as a bit of learning journey for myself as well. 

My plan is to use a modified Quest Journal UI as the message board, with the option to activate quests. The quests will need to show only In-Active, filtered quests (see above).

Reckon this will work?

Answer

Hi! Me again :-) Getting back to let you know that we've added the option to choose an initial quest to be used in the Quest UI component. That way you can create a Quest and use a Quest UI to display all the available tasks inside in a noticeboard.

0
Under review

Tags for Quests

Oliver Marshall 4 months ago in Quests updated by Marti (Lead Developer) 4 months ago 1

Hi 

I'd like to suggest Tags within quests. Both to help filter quests when you are looking for things and wanting to see quest paths, but also perhaps for use within code and scripts to select from a range of quests.

Thanks

0
Completed

Variables in quest descriptions

Oliver Marshall 4 months ago in Quests updated by Marti (Lead Developer) 9 hours ago 2

Hi

I'd like to request that you can use global variables in the quest descriptions. For example, you might be able to name your dog in the game, and then have that name appear in certain quests ("Find fido's collar"). 

Currently the global[variablename] text appears in the quest description in the game.

Answer

Hi Oliver! Sorry for the delay. I've just finished resolving this issue. You can now use the "global[variable-name]" code to display global variables inside both the Title and the Description of your Quests.

I'm marking this issue as resolved. The update should be live tomorrow (at most on Monday due to Unity review times). If there's any issue, please let me know. Happy game making!

0
Under review

Quest API

gyltefors 5 months ago in Quests updated 5 months ago 2

The quest module requires setting up everything manually, which is not practical when having a lot of quests, maintained in an external database.

1. Allow quests to be created procedurally, without the need for the preferences tab.

2. Allow the action to update quest status to take the technical quest name as a parameter (from another variable etc.) instead of requiring selecting manually from a dropdown.

3. Allow the quest status update trigger to take the technical quest name as an argument, in the same way as explained under 2.