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. See example use cases.
Settings
In the Settings section, choose player action type and feedback format:
Player Action Type denotes what the player has to do in order to progress in this task.
Feedback Format defines what sort of feedback happens once the player does the specified action.
Defining Details in the Scene Editor
Once you have the player action type selected, the scene editor will become available, where you can define the details of player actions and feedbacks.
Target Selection
If the target already exists in the scene, click on the Define Target (cursor icon) 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 reselect the target, click the Define Target (cursor icon) button again.
Target Importing
If you need to spawn an actor that doesn't exist in the scene yet, click on the Import (rectangle and a plus sign icon) button. Choose the actor and the animation state it should be in, then confirm and place it in the scene.
Meshes that are imported in this task can be removed after the player interaction, if desired, creating an illusion of the object being picked up. Otherwise, they will be removed at the end of the task.
Zone Placing
If you choose "being in a zone" as the player action type, you will need define the zones by placing spheres. In the game, when the player’s character collides with the sphere, it is considered as “being in the zone”.
Click on the Define Target (cursor icon) button to spawn a sphere, and place it in the scene as you would like. You can move and scale it just like any other object.
Feedback Details Definition
Define Feedback Text on Notification Banner
Type in the feedback here:
Define Feedback Animations
First, make sure you have the correct animation target - which actor will change their animation once the player action is done.
The click target will be automatically selected as the animation target (if "remove after interaction" is not toggled on), but the animation target doesn't have to be the click target, and you can change it by clicking on the Define Target (cursor icon) button, or import an animation target by clicking on the Import Selection (rectangle and a plus sign icon) button.
It works the same way as defining a click target. The selected animation target should have a blue outline.
Then, select what animation the target should change to, and the duration of the animation.
The behaviors are varies slightly depending on the hierarchy of the animation target:
| Behavior of a level-wise or quest-wise actor (targets existing prior to the task) | Behavior of a task-wise actor (targets imported during the task) |
Loop for a number of times | Changes to specified animation, and changes back to its previous state after the specified number of loops | Spawns and plays specified animation, and then either changes back to its previous state (if there's one) after the specified number of loops, or keeps looping until task ends |
Loop for a number of times + remove after animation | Not Allowed | Spawns and plays specified animation, and disappears after the specified number of loops |
Loop until task ends | Changes to specified animation, and changes back to its previous state when progressing to the next task | Changes to specified animation, and disappears when progressing to the next task |
You can have multiple animations to be triggered by the same interaction - they will occur simultaneously. Click the +Animation button to add more.
Define Feedback Sound
Choose a sound file or upload one here:
Multiple Interactions in One Task
You can have multiple click targets / target zones in the same task. Click on +Click Target / +Target Zone button to add more.
In the game, they can be interacted with in any order. The navigation guidance arrow will point to the target that's closest to the player. There will also be a progress bar on the top of the screen if there are multiple targets.
The task will progress after all click targets / target zones have been interacted with AND all feedbacks are completed:
a text feedback is considered completed if the banner is dismissed (either by automatic timer or manually exit);
an animation feedback is considered completed if the specified number of loops have been played; if an animation is set to "loop until task ends", it's considered complete after 1 loop;
a sound feedback is considered complete when the sound clip has been completely played.
Example Use Cases
Pick out weeds from the fieldmultiple "click on a target" interactions:
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Quickly surveying peoplemultiple "click on target" interactions:
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Set off fireworkssingle "click on a target" interaction:
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See a waterspout on top of the cliffsingle "be in the zone" interaction:
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