Demo
Component Examples
Map each showcase station to the documented Objective component, expected signal, visible result, and reset behavior.
Map station behavior to component responsibility
| Component | Input | Terminal condition | Reset boundary |
|---|---|---|---|
| ButtonObjective | Evaluate | Valid option accepted | Local completion flag |
| DestructionObjective | Destroyed references | All configured objects Unity-null | Project must respawn objects |
| TimedObjective | Start/Pause | Elapsed duration | Timer paused and zeroed |
| TriggerObjective | Collider enter/stay | Immediate or held duration | Collider cache and elapsed time cleared |
| ObjectPlacementObjective | Destination occupancy | All targets placed | Flags clear; project repositions props |
| WalkToObjective | Player arrival | Arrival or external completion choice | Arrival/collider/path preview state |
| MultiActionObjective | Named branch calls | All or minimum branch rule | Timers, branches, condition clear |
What to confirm at every station
- The scene component reports Linked before Play Mode.
- The station does not complete before its Ordered Objective becomes Active.
- The intended signal advances exactly one row.
- A duplicate signal is rejected and does not replay feedback.
- Start and completion actions appear on their documented edge.
- Reset restores component-owned transient state and project code restores world-owned state.
Compare similar detectors correctly
TriggerObjective accepts a general exact object/name and optional hold time. WalkToObjective expresses player arrival and adds layer/tag filtering, arrival-only signaling, delayed collider activation, and optional path preview. ObjectPlacementObjective aggregates several destination helpers. MultiActionObjective aggregates arbitrary named signals rather than physics occupancy.
IntegratedObjective, PlacementTrigger, Detonator, ObjectTransportAction, and ChapterAudioPlayer are not additional Objective detector stations: they are supporting, action, or service types with separate responsibilities.
Adapt an example without importing its architecture
- 1Create the production Ordered Objective and stable ID first.
- 2Add the selected detector to a project-owned GameObject.
- 3Assign only required references and link with assisted selectors.
- 4Replace sample presentation and reset with project behavior.
- 5Run Validation, then test early, accepted, duplicate, and reset cases.