Over 11,000 five-star assets

Rated by 85,000+ customers

Supported by 100,000+ forum members

Every asset moderated by Unity

Home
Templates
Systems
This content is hosted by a third party provider that does not allow video views without acceptance of Targeting Cookies. Please set your cookie preferences for Targeting Cookies to yes if you wish to view videos from these providers.
1/6
Create, manage, and track quests effortlessly with MissionFlow! This advanced Unity quest engine & objective manager streamlines development, making immersive storytelling easier than ever.
Render pipeline compatibility
The Built-in Render Pipeline is Unity’s default render pipeline. It is a general-purpose render pipeline that has limited options for customization. The Universal Render Pipeline (URP) is a Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. The High Definition Render Pipeline (HDRP) is a Scriptable Render Pipeline that lets you create cutting-edge, high-fidelity graphics on high-end platforms.
Unity VersionBuilt-inURPHDRP
2021.3.19f1
Compatible
Compatible
Compatible
Description

Boost your game's quest system with MissionFlow! A powerful quest engine & objective manager for Unity, featuring dynamic quest creation, tracking, and seamless integration. Elevate player engagement today!



Supported Render Pipelines:

✅ Standard/Built-In

✅ Universal

✅ Hdrp



For a list of features, see Technical Details

Technical details

📜 QuestManager.cs

  • Manages quest lifecycle: tracks active/completed quests, updates UI, and handles quest progression.
  • Supports various quest types:
    🗣️ Dialogue: Requires interacting with specific NPCs.
    📍 Location: Navigate to a target GameObject.
    AreaWait: Stay in a trigger zone for a set time.
    🛒 Collect: Gather items matching quest requirements.
    ⚔️ Kill: Defeat enemies (logic partially stubbed).
  • Uses coroutines for timed events (e.g., dialogue typing, area wait timer).
  • Validates NPC interactions only for active Dialogue quests.

🎮 PlayerInteraction.cs

  • Raycasts to detect interactable NPCs (tagged "Dialogue").
  • 🔴 Updates crosshair color (red/white) to indicate interaction availability.
  • Triggers NPC dialogue on Mouse0 press.

🗣️ NPCInteraction.cs

  • Attached to NPCs with dialogue lines.
  • Communicates with QuestManager to start quest-specific dialogues.

⏳ AreaWaitTrigger.cs

  • Attached to trigger zones for AreaWait quests.
  • Starts a timer when the player enters the zone; resets on exit.
  • Completes quest after the required wait time.

🛒 CollectibleItem.cs & CollectSystem.cs

  • CollectibleItem: Defines collectible objects (e.g., "Health Pack").
  • CollectSystem:
    Raycasts to detect collectibles (tagged "Collectable").
    Validates items against the active Collect quest's requirements.
    Tracks collected quantities and auto-completes quests when the target is met.
    🔴 Crosshair feedback for valid items.

🔧 Key Interactions

  • QuestManager centralizes logic, validates quest conditions, and updates UI.
  • PlayerInteraction and CollectSystem use raycasting for real-time object detection.
  • AreaWaitTrigger and CollectSystem enforce quest-specific restrictions (e.g., only collect required items during Collect quests).
  • Dialogue and quest completion trigger UI animations (e.g., "Task Completed" popup).

⚙️ Technical Notes

  • Uses Unity UI (Canvas, TextMeshPro) for quest/dialogue displays.
  • Coroutines handle asynchronous tasks (e.g., typing text, timers).
  • Singleton pattern in CollectSystem for global item tracking.
  • Event-driven design (e.g., quest completion triggers next quest automatically).

🎯 Core Purpose
A modular quest system enabling diverse objectives (dialogue, exploration, collection) with UI integration, validation checks, and seamless progression.


🎮 Player Controller Systems:

  • Energy System: Manage stamina or other resources during gameplay.
  • 👣 Footstep System: Adds immersive footstep sounds based on player movement and surface type.
  • 🔻 Crouch System: Customizable crouching options, with support for both “hold to crouch” and “press to crouch.”
  • 🖱️ Mouse Look System: Advanced mouse look controls with head bobbing for first-person perspective.

MissionFlow - Quest Engine & Objective Manager

(not enough ratings)
$15
Taxes/VAT calculated at checkout
License type: Single Entity
Single Entity
Recommended for individuals and small businesses.
Multi Entity
Recommended for large enterprises working across multiple locations.
Refund policy
This asset is covered by the Unity Asset Store Refund Policy. Please see section 2.9.3 of the EULA for details.
Secure checkout:
Supported payment methods: Visa, Mastercard, Maestro, Paypal, Amex
License type
File size
1.5 MB
Latest version
1.0
Latest release date
Feb 20, 2025
Original Unity version
2021.3.19
Quality assets
Over 11,000 five-star assets
Trusted
Rated by 85,000+ customers
Community support
Supported by 100,000+ forum members
Unity logo
Language
Feedback
Partners Program
Partners
USD
EUR
Copyright © 2025 Unity Technologies
All prices are exclusive of tax
USD
EUR
MissionFlow - Quest Engine & Objective Manager
$15