Quest Tree
  • Quest Tree Documentation
  • đŸ•šī¸Quick Start
    • Installation
    • Start Editing
  • 🎓Tutorials
    • Videos
    • Example Scenes
  • 🧩Components
    • Core Defaults
      • Quest Tree Initializer
      • Quest Tree Sync
      • General Dialogue
      • Default Quest Provider
    • Default UI
      • Default Choice Button
      • Default Dialogue Window
      • Default Dialogue Window Triggerer
      • Default Input Handler
      • Default Item Slot
      • Default Memorable Message
      • Default Quest Foldout
      • Default Quest Foldout Item
      • Default Quest HUD
      • Default Quest HUD Item
      • Default Quest Message UI
      • Default Quest Window
      • NPC World Canvas Handler
    • World Triggers
      • World Dialogue Trigger
      • World Quest Completer
      • World Quest Failer
      • World Quest Receiver
      • World Requirement Trigger
  • âš™ī¸Systems
    • Quest Tree
      • Editor Window
      • Quest Types Editor
      • Settings
      • Character
      • Items
        • Item
    • Dialogue Tree
      • Editor Window
        • Nodes
          • Dialogue Node
          • Choices Node
          • Receive Node
          • Complete Node
          • Trigger Node
          • Boolean (If) Node
      • Settings
      • Quest Dialogue
      • General Dialogue
  • 📄Scripting
    • Quests
      • Getting Quests
        • Quest Find Settings
      • Working with Quests
        • Quest Types
        • Child Quests
        • Quest NPCs
        • Requirements
      • Managing Quest States
    • Dialogue
      • Getting Dialogue
      • Dialogue Graph
        • Working With the Graph
    • Initialization
    • Disconnect
    • Syncing
    • Events
    • Saving/Loading
    • Player Recognition
    • Choices
    • Items
      • Rewards
        • Managing Granted Rewards
    • Characters
    • Requirements Manager
    • Procedural Generation
  • đŸ› ī¸Support
    • Getting Help
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  • Player Transform
  • Player Level
  1. Scripting

Player Recognition

Making QT recognize the player.

For some functionality, QT needs to know which Transform belongs to the player and what level the player currently is (if your game features player levels). This should always happen after a save is loaded.

Player Transform

Setting the player transform is important for NPC interaction. Here's how you can set it:

QT.playerTransform = yourPlayerTransform;

This should be called whenever the player object is loaded.

Player Level

If your game allows the player to level up, QT may need to keep track of it. When the player reaches a new level, some quests may need to be unlocked since the player may now meet the level requirement.

Here's how you can update the player's level on QT's end:

QT.SetPlayerLevel(yourPlayerLevel);

This should be called when at the start of a new game and whenever the player levels up.

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Last updated 9 months ago

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