Easy Chapter Generator · OverFuture

Build your game's chapters, not another progression system.

Set the tasks, choose their order, and configure what happens when each one starts or finishes. Build linear sequences in the Unity Editor without writing the progression system from scratch.

You can also save it to your Asset Store wishlist.

Chapters and objectives in the Unity Editor.
Visual editingIncluded components and C# APIEnglish and Spanish documentation

How it works

Set up a chapter in three steps.

01 / CREATE

Define the order

Add chapters and define their tasks. Rearrange objectives, set conditions and choose a delay before each step begins.

02 / CONFIGURE

Choose how each task is completed

A button press, reaching an area, placing an object: use the included components or tell the system when your own gameplay code has finished the task.

03 / CHECK

Get warnings about setup problems

The editor flags missing assignments, duplicate objective links and incomplete settings, so you can find the affected item before testing your sequence.

Objective status and settings in one list.Enlarge image ↗

Follow progress without digging through scripts.

See which objective is running, what's already complete and what still needs to happen. Follow the sequence in the editor while you test your game.

Use components for buttons, arrival zones, timers, destruction, object placement and tasks that require several actions. For a different mechanic, build your own component from the Objective base class.

Explore the objective components ↗

Turn completed objectives into game events.

Use UnityEvents to activate scene objects or call your game's functions when an objective starts or ends. Keep the dialogue, inventory and UI systems you already use.

When a chapter ends, you can also load another scene and choose the chapter or objective to continue from.

Set up actions and events ↗
Actions and events for objective start and completion.Enlarge image ↗

Use cases

Tutorials, puzzles and missions.

A few examples of sequences you could build.

Player tutorials

Introduce one mechanic at a time. Wait for the player to finish the current task before moving on to the next.

Press a button → Reach an area → Finish the tutorial

Use objective events to show the next instruction in your own UI.

Training simulations

Break a procedure into individual tasks so users can practise each step.

Inspect equipment → Perform the task → Confirm the result

Your simulation checks the result and reports when the task can be marked complete.

Escape rooms

Put puzzles in order and decide what unlocks when each one is solved.

Inspect a clue → Place a piece → Open the exit

Change the route through the room by reordering tasks in the editor.

Story missions

Set up a linear mission that moves between conversations, gameplay tasks and scenes.

Talk to a character → Complete an assignment → Start the next chapter

For example, your dialogue system can request objective completion when a conversation ends.

What the tool handles—and what stays in your game
You need to…Easy Chapter GeneratorYour game
Organize tasksTracks the sequence, the active objective and progression to the next step.Defines what the player needs to do in each chapter.
Complete an objectiveProvides components and methods for reporting task completion.Configures the interaction or rule that makes the task complete.
Save progressStores chapter and objective progress.Saves player position, inventory and world changes through your save system.
Add visuals and controlsIncludes a demo for trying the system.Provides the visuals, camera, movement and UI.

Take a closer look at the editor.

Open a screenshot to see the controls and configuration warnings in detail.

For Unity 6.3 LTS with the Built-in Render Pipeline. The demo uses Cinemachine and Input System. View setup requirements ↗

FAQ

A few things to know before you start.

Read the manual ↗
Do I need to write code?

You can set up a sequence with the included components and configure its events in the editor without writing C#. If your game needs a custom mechanic, you can add it through code.

Can I create my own objective types?

Yes. Derive from Objective and request completion when your custom condition is met. You can also use the public API to control progression from other scripts.

What progress does it save?

It saves completed chapters and completed or skipped objectives. Storage uses PlayerPrefs by default and can be replaced. It is not a full game-save system: player position, inventory and world state are saved separately.

What happens when the player dies or fails a task?

Your game must request the failure. The system marks the chapter and any active objective as failed and raises the relevant events. You decide what happens next, such as showing a screen, restarting or restoring a checkpoint. It does not restart or reload scenes automatically.

Does it support branching quests?

It is designed for linear sequences. You can configure many objectives, but a chapter runs them one at a time. Conditions can skip steps; a branching quest editor is not included.

What do I need to run it?

Unity 6.3 LTS and a Built-in Render Pipeline project. The system uses Unity UI/TextMesh Pro. The demo also needs Cinemachine 3.1.7, Input System 1.18.0 and TMP Essential Resources. For the demo, set Active Input Handling to Input System Package (New) or Both.

Are examples and documentation included?

Yes. The package includes a playable demo and English/Spanish documentation, with a quick start, C# examples and guides to components, saving progress and scene transitions. You can also contact OverFuture for help.

Start with your first chapter.

Get the editor, objective components and a playable demo in one package. See the full details on Unity Asset Store.

View on Unity Asset Store ↗