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What the Demo proves

The Demo is a verification route for the shipped Objective components. It is not the architecture of a finished game. Its scene, controller, UI, camera, materials, and presentation helpers show observable outcomes so you can distinguish a valid progression signal from a visual effect.

Use it to verify

Objective Link status, linear activation, component completion, reset behavior, lifecycle actions, feedback audio, and public diagnostics.

Do not infer

That Core requires the Demo controller, its render pipeline, TextMesh Pro resources, a particular input package, or its camera setup.

A useful inspection order

  1. 1
    Open the packaged Playground scene listed in Demo Overview. Let Unity finish importing optional sample dependencies before pressing Play.
  2. 2
    Select Chapter Manager and open the product window. Confirm the showcase Chapter is the default and that Validation has no blocking errors.
  3. 3
    Expand the first Ordered Objective. Compare its start and completion actions with the visible UI change in Game view.
  4. 4
    Play the seven stations in order. After each station, confirm exactly one row changes from Active to Completed and the next eligible row becomes active.
  5. 5
    Open DebugDemo when integrating code. It observes public state and events without changing progression.

What each station demonstrates

StationDetectorSignal to watch
ButtonButtonObjectiveAn explicit accepted UI choice
DestructionDestructionObjectiveEvery required target reference becomes null
TimedTimedObjectiveA started countdown reaches its duration
TriggerTriggerObjectiveA matching collider enters or remains long enough
PlacementObjectPlacementObjectiveEvery destination reports its matching object present
ArrivalWalkToObjectiveThe accepted player reaches a trigger
Multiple actionsMultiActionObjectiveNamed branches satisfy All or Minimum

Copy configuration, not accidental dependencies

For production, create your own scene and reproduce only the relevant component configuration. Keep Core folders intact, import official dependencies through Package Manager, and replace Demo-only materials, controllers, and UI with project-owned equivalents. A scene component still needs a valid Objective Link after it is copied; duplicating a GameObject can create a duplicate binding until you select another Ordered Objective.

No screenshots are required to follow this manual

The documentation uses field names, state tables, diagrams, and verified code. Refer to the live Demo for motion and timing, and to Component Examples for the expected reset and completion result of every station.