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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.
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!
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:
Even when I just add the Quest Journal, unpack it, and then set the quest active, and add a trigger to open and close the journal. It gives this error when I click on the quest to view it. It also doesn't show the description of the quest. it leaves the default text. Leads me to believe that is the causing factor.
Watching RVR do it in his tutorial, he doesn't seem to do anything more but seems to work fine.
Any idea what' I'm doing wrong here?
I just bought GC Quest; And it seems matched with my needs.
But I have already a DB of tags + parent with some Metada, And i would like to create automatically the DatabaseQuests by c# from my own file
Tags => IQuest(Task)
I'm a developer and took a look at your codebase; and it seems possible but I may be wrong.
Do you have any suggestions for me for this task? the best way to do it;
A starting point would be really appreciated (and I'll take care of the rest of course)
(For example; I though to write a new version of class DatabaseQuests responsible to Create the Quest Items form my own data)
Error appear with quest module , everything was fine if the game running from the beginning to the end. But if I load game then after finish a quest, the error: Undefined container instance will appear again and again every time I complete a quest.
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.
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.
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,
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.
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)
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