What’s an Interaction Task?
In an Interaction task, the player needs to interact with the 3D game world in a particular way in order to move on. The interaction could be clicking on something, or being in a certain zone, or using an item/ability on something/in a certain zone.
Define Player Action
Choose player action type first then define the target to be clicked on or the zone to be in in the scene editor.
Target Selection
If the target already exists in the scene, click on the Select Target button in the left-side panel and then on the target in the scene. The target should have a green outline once successfully selected.
ID of the selected target will automatically show up in the left side panel. To remove the selection, click on the ID.
If the target does not exist yet, import and place it first before selecting it as a target.
Zone Selection
Zones are defined by spheres. Once the player’s character collides with the sphere, it is considered as “being in the zone”. Click on the Spawn Zone button to import a sphere. You can move and scale it just like any other object.
You can put multiple zones if you want to achieve “as long as the player goes into one of the zones, the interaction is considered complete”.
The “Log Zones” button is for placement debugging and prints location in the console; you are not likely to need this.
Using an Ability/Item Selection
Currently not supported yet. This is planned to allow for naming and selecting an icon to represent an ability or item that can be used in a location, on an object, or in general.
Define the Feedback
Feedback defines what happens once the player does the specified action. There are four options:
None: the task will be considered complete and the game will move on to the next task without any other feedback. Especially useful when you only wanted to use the task to prompt the next task (eg: going to a location).
Scripted animation: a specified animation will play in the game world (not supported yet)
Notification banner: a notification banner with specified text will be displayed. Once the banner automatically expires (timer based on length of text) or is dismissed manually by players, the task will be considered complete and the game will move on
Both scripted animation and notification banner (not supported yet)