Concepts
Objective Link
Bind one scene Objective component to the exact Ordered Objective it may complete, without copying identifiers by hand.
What the link connects—and what it does not
Objective Link relates one scene component derived from Objective to one Ordered Objective in its parent Chapter. The ordered record owns stable identity, order, and state; the component detects a physical, timed, or external condition and requests completion.
Actions, services, cameras, dialogue, and inventory systems do not become Objectives by sharing a parent. They must signal an Objective component, a UnityEvent, or the public API.
Assign the link
- 1Place the component under its
Chapterhierarchy, preferably in the generated Objective XX container. - 2Select the component. Under Objective Link, use the Ordered Objective popup; do not type or paste an ID.
- 3Choose the row by title and Identifier. Status must change to Linked to Chapter > Objective.
- 4Select Open Chapter & Objectives to reveal the same row in the central window. Copy Current ID appears only when an ID exists for another integration to read.
Diagnostic states
| State | Meaning | Correction |
|---|---|---|
| Linked | The parent Chapter contains exactly one matching record and one canonical scene component uses it. | No change required. |
| Missing | The stored ID no longer exists in the parent Chapter. | Choose a valid Ordered Objective or use Repair Link from the row. |
| Wrong Chapter | The ID exists, but in another Chapter. | Move the component under the correct Chapter or choose a record owned by its parent. |
| Duplicate Binding | Several Objective components target the same record. | Keep one canonical binding and turn other participants into external signal senders. |
| Missing Chapter | The component has no parent Chapter. | Choose Selected Chapter, then use Move Under Selected Chapter. |
| Missing Manager | The parent Chapter is not owned by a loaded ChapterManager. | Repair the hierarchy or select the intended owning Manager. |
| Prefab Stage | An isolated prefab has no scene ownership context. | Assign the link on a scene instance. |
Move, duplicate, and delete
- Move the component: its ID remains; Wrong Chapter appears when the new parent does not own that record.
- Move the Ordered Objective in its Chapter: order changes but ID does not, so the link remains valid.
- Duplicate a component: the copied ID creates Duplicate Binding until you reassign it or stop using it as an Objective.
- Duplicate an Objective through the window: the copy receives a unique ID. Link a new component through the selector.
- Delete the Ordered Objective: the component retains its old ID and becomes Missing; it is never silently reassigned.
Window operations register Undo. After an undo, reopen the component if its Inspector still displays a prior result, then select Refresh under Validation.
Repair without hiding the cause
Start from the affected row under Ordered Objectives. Its context menu can select or ping a linked component, open its Inspector, run Repair Link, or create a missing container. Choose the repair that preserves authoring intent; creating a container cannot fix an ID owned by another Chapter.
Authoring mutations are disabled while Unity is running. Exit Play Mode so Undo, serialization, and hierarchy ownership remain correct.
Custom Objective components
A project-owned subclass of Objective receives the same Objective Link surface through the supported fallback Editor. Put it in the container, choose the Ordered Objective, and call RequestObjectiveCompletion() only after its condition is satisfied.