Setup Instructions
Before You Begin
Ensure the following are in place before running the setup:
Your player GameObject is in the scene and tagged
Animal(Player is the default but Animal is usually required for AC)Your Player GameObject has a TransformHook with the Malbers "Player" TransformReference Assigned
Your main camera is tagged MainCamera (likely a CMBrain)
Your main camera has a TransformHook with the Malbers "Main Camera" Transform Reference Assigned
The QuestForge package has been imported into your project
QuestForge uses Malbers ScriptableObject variable system to share player and camera references across all systems. The One-Click Setup creates these assets automatically if they do not exist at the following location: Malbers Animations\Common\Scriptable Assets\Hooks
Opening the Helper Tools Window
All setup is managed from a single editor window. Open it via:
Tools → Malbers Quest Forge → Helper Window
Or press Ctrl + Shift + H from anywhere in the Editor.
Alternatively, if you have a QuestForgeHelper component selected in your scene, use the Open Quest Forge Helper Tools Window button directly from its Inspector.
One-Click Setup
Navigate to the Welcome tab in the Helper Window and click One-Click Setup. This runs an automated 8-phase process that builds the entire system infrastructure in your scene:

What It Creates
Core Managers
QuestForgeManagers prefab
Contains QuestManager, DialogueManager, QuestSaveSystem, DialogueSaveSystem, QuestForgeRuntimeSetup, and DialogueUI in a single hierarchy
Minimap
MinimapUI + minimap camera
Optional — toggle before running
Compass Bar
CompassBarUI
Optional — toggle before running
World Map
WorldMapUI
Optional — toggle before running
POI Filter Manager
POIFilterManager
Optional — toggle before running
Shared Variables
Player.asset, Camera Main.asset
TransformReference ScriptableObjects created in your project folders IF they dont already exist.
What It Configures Automatically
Player and camera references resolved by Tag/TransformReferences and wired into all systems
Shared TransformReference assets assigned across all created managers
Save system linked to QuestManager and DialogueManager
All optional UI systems connected to the POI and Quest managers
The One-Click Setup is designed to be run once on a fresh scene. Running it a second time will create duplicate manager objects.
After Setup
1. WORLD MAP - Configure World Bounds
The World Map and Minimap both need to know the size and centre of your playable world. Select the World Map UI GameObject and, in the Inspector under Map Settings, click Auto-Detect World Bounds:

This scans your scene for Terrain and automatically fills in:
World Size — the total XZ footprint
World Center — the XZ midpoint
Camera Height — 50 units above the terrain's maximum height
Far Clip Plane — automatically adjusted on the WorldMapCamera to Camera Height + 100
If your scene uses no Terrain (e.g. a flat plane or a mesh-based world), assign your ground object to the Fallback Source field first, then click the button.
If you are using a static map texture on the Minimap (rather than a render camera), set World Size and World Center on the MinimapUI component to match the WorldMapUI values — these are used to scroll the texture UV correctly as the player moves. In camera rendering mode, these fields are unused and can be ignored as they will be hidden.
2. WORLD MAP - Assign the Map Image
The World Map requires a RawImage UI element assigned to the Map Image field in the Map Rendering section. This SHOULD be already set on the Prefab, but please do double check! Without this, the camera rendering pipeline will not initialise and POI markers will be mispositioned. The RawImage to use is here:

Adding NPCs and Interactables
Use the Creator tab to add QuestForge components to individual GameObjects in your scene. Select a target GameObject, then choose either:
Scenario Mode — picks a preset for common use cases and adds all required components in one click:

Quest Giver NPC
DialogueTrigger (OnInteract) + NPCSpeechBubble + MInteract
Dialogue NPC
DialogueTrigger (OnInteract) + NPCSpeechBubble + MInteract
Static NPC
NPCSpeechBubble only — no interaction, no collider
Quest Turn-In NPC
QuestTrigger (CompleteQuest/Manual) + DialogueTrigger (OnInteract) + NPCSpeechBubble + MInteract
Enemy NPC
QuestEnemyReporter — no collider, auto-detects ID and Death State from MalbersAnimal
Quest Collectible
QuestCollectable + SphereCollider (trigger) + MInteract (if MInteract collection mode)
Interactive Object
QuestInteractable + MInteract + SphereCollider (trigger)
Quest Location Marker
QuestTrigger (CompleteObjective/OnTriggerEnter) + POIMarker + SphereCollider (trigger)
Discoverable Location
POIMarker (category: Location) + SphereCollider (trigger)
POI / World Marker
POIMarker only — no collider
Advanced Mode — add individual components manually with full control over each setting.
Sphere colliders are added automatically when a trigger-based activation method is selected. You can adjust the radius directly in the Creator panel before adding or on the Trigger itself.
What Requires Manual Configuration
The One-Click Setup handles infrastructure but the following always require manual attention:
Quest assets — create via right-click → Create → Malbers Quest Forge → Quest, then assign to QuestTrigger components
Dialogue graphs — author in the Dialogue Graph Editor (opened from the Helper Inspector or Helper Window)
POI Data Assets — create per location and assign to POIMarker components
DialogueSpeaker assets — portrait, voice, and camera target per NPC character
UI Canvas layout — position and size the Minimap, Compass Bar, and World Map panels to suit your HUD
Audio Clips and Sprites — assigned per-component; none are provided by default
Ground Layer Mask — set on WorldMapUI under Waypoint Placement → Ground Layer Mask to your terrain/floor layer so waypoints snap to the correct surface - make sure it's the same Ground Layer as what your Player Character uses in the Animal Component.
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