Guide System
37,00 €
Also purchasable with 400 Credits. Log in to use Credits.
Description
Dynamic in game guidance for players, fully event driven, multiplayer ready, and data driven.
The Guide System delivers contextual information to players exactly when they need it. It reacts to world overlaps, quest triggers, and component events such as attributes, interaction, equipment, and level changes. The system is local per player so it works cleanly in multiplayer without affecting other players.
Core Features
- Event driven triggers
- Static overlap boxes in the world, quest system triggers
- Dynamic event binds from Attributes, Interaction, Equipment, Level
- Local only architecture each player receives their own guides
- Smart trigger validation
- Only Once or Every Time execution
- Skips if a confirmation box is already open
- Automatically registers completed one time guides
- Flexible presentation
- Confirmation box pauses game in single player
- Non intrusive pop up auto fades after a configurable time at a chosen screen location
- Rich content title, rich text body, looping video or image, optional UI or actor highlights via interface calls
- Data driven setup one data table controls all prompts and rules
What it is not
- Not a step by step tutorial system (we think a combination of the quest system and the guide system is a step by step tutorial system)
- Not single player only, it is designed for multiplayer and is player specific
How it works
- Trigger fire from an overlap, quest, or dynamic event bind
- Lookup check if the trigger gameplay tag exists in the guide mapping
- Validate
- Read trigger type Only Once or Every Time
- Skip if a confirmation is already on screen
- For Only Once check the triggered once array before executing
- Display show a confirmation box or enqueue a non intrusive pop up
Gameplay tag conversion examples
- Attributes derive a tag from the attribute that changed
- Interaction place a gameplay tag container on the interactable
- Equipment on equipment changed convert the item to a guide tag
- Level convert item or level based changes to a guide tag
Guide Prompt data table fields
- ID gameplay tag
- Exact match boolean for exact or category wide matches for example all bows
- Title text
- Body rich text
- Video auto play and loop
- Image used if set, video is ignored
- Guide type
- With confirmation box
- Non intrusive pop up not interactable
- Trigger type
- Only Once
- Every Time
- Non intrusive pop up settings
- Auto determine timer boolean
- Override timer seconds float
- On screen location enum center, top left, and more
- Object trigger settings trigger UI glow or actor responses via interface
- Trigger these tags
- Trigger in these widgets
- Trigger in these actors
Included components
- Data table for prompt definitions
- Tag mapper maps gameplay tags to data for instant lookup without looping
- AC GuideSystem placed on the Player Controller with
- Event listeners for attributes, interaction, equipment, level
- Try Trigger Guide by gameplay tag
- Exists in mapping fast boolean lookup
- Can execute rule checks Only Once and UI state
- Create guide confirmation box or queued non intrusive pop up
Perfect for
- Contextual tips based on player behavior
- World discovery hints during exploration
- Multiplayer projects where each player learns independently
Key benefits
- No hard coded tutorial logic, everything is data driven
- Lightweight and local, ideal for multiplayer
- Seamless integration with Hyper Quest, Attribute, Interaction, and Equipment systems

