Start Here
Your First Complete Sequence
Turn the quick-start prototype into a maintainable sequence with conditions, lifecycle actions, feedback, and a deliberate ending.
The sequence you will finish
This guide turns the quick-start result into a sequence suitable for a real prototype. The Chapter starts by revealing an instruction panel, waits for an interaction, hides that panel, enables a destination marker, then completes when the player enters the marker. At the end, the Chapter invokes a project event without loading another scene.
You need a scene with one ChapterManager, one Canvas panel, an interactable object that can emit a UnityEvent, and a destination GameObject with a trigger collider. Complete the ten-minute quick start first if these authoring controls are unfamiliar.
Author the interaction position
- 1Open Window > Chapter & Objective System > Manager, select the Manager, open Chapters, and select the Chapter that should run.
- 2In Ordered Objectives, select the first row. Set Title to
Use the console; keep the generated Identifier stable. - 3Expand On Objective Start. Add the instruction panel to Activate On Start. Add the destination marker to Deactivate On Start so the second task is not visible yet.
- 4Expand On Objective Completion. Add the instruction panel to Deactivate On Completion and the destination marker to Activate On Completion.
- 5Add ButtonObjective to the generated Objective container. Use its assisted Objective Link selector to bind the first row. Connect the accepted interaction UnityEvent to
ButtonObjective.Evaluate.
Author the arrival position
- 6Select the Chapter and press Add Objective. Name the new row
Reach the marker. - 7Select the destination marker, add a trigger collider, and enable Is Trigger. Add WalkToObjective.
- 8In Objective Link, choose the same Chapter and the second Ordered Objective. Set the accepted player reference, layer, or tag according to the project controller.
- 9Leave the Chapter Completion Action at None. Add a visible result, such as enabling a completion panel, to On Chapter Completion.
The first component and second component may live on different GameObjects. Their shared identifiers connect them to the same ordered data; their hierarchy location does not determine order.
Run the acceptance path
Expected sequence
- Select Play in Unity's top toolbar. The instruction panel is active and the destination marker is hidden.
- Invoke the accepted interaction. The first row becomes Completed; its panel hides and the marker appears.
- Enter the marker with the accepted collider. The second row completes.
- The Chapter becomes Completed, its completion event fires once, and no scene load begins.
If the component reports Missing, repair Objective Link before testing gameplay. If a correct request returns false, verify that the linked row—not merely the Chapter—is currently Active. If the arrival component never detects the player, check Is Trigger, the Rigidbody/Collider pairing, and the component's exact object, layer, and tag filters.
Turn the prototype into production data
Replace placeholder titles with player-facing copy in your own UI; identifiers should remain stable because scene links and persisted records use them. Decide whether the second Objective needs a success sound and whether the final Chapter cue should use the Manager's default procedural feedback or an assigned clip. Run Validation > Refresh, resolve duplicate identifiers and missing links, save the scene, then test from a fresh progress state as well as from hydrated progress.
Next, read Lifecycle Actions and Events to choose the correct edge for each effect, then Complete Runtime Lifecycle to understand the order in which the accepted request, actions, persistence, sound, and Chapter completion occur.