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

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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

System
Created Object
Notes

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

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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.

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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:

Preset
What It Creates

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.

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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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