📋Task Flow
🧠 Conceptual Overview
The Task Flow system allows you to define a sequence of tasks that guide a player through an experience—such as a quest, tutorial, or onboarding sequence—using a structured flow of triggers, conditions, and actions. Each task is handled one at a time, and the player must complete them in order to progress.
The core components of the system are:
🔁 Triggers
A trigger defines when the task flow should begin. For example, the flow might start when:
A player receives an on-chain token
A player overlaps a specific volume in the world
The game reaches a certain boot state
Triggers often work with conditions to check whether the flow is allowed to start. For example, the trigger might fire when a player enters a zone, but the condition ensures it’s only valid on Wednesdays.
✅ Conditions
Conditions exist at both the flow level (whether the sequence should begin at all) and the task level (whether a specific task is ready to activate).
These conditions are logic blocks you can define—for example:
“The player has not completed this flow before”
“It is daytime in the game world”
“The player has reached a specific location”
Conditions must complete successfully for their corresponding flow or task to proceed.
🎯 Tasks
A task defines a goal that the player must accomplish to move forward in the flow. For example:
Task 1: Jump three times (track jump count from a movement mode change)
Task 2: Perform a specific emote
Each task must signal when it's complete using the Task Trigger Execution Complete
event, which tells the Task Flow system to move to the next step.
All tasks are initialized using the Initialize Task Flow Executor
event.
⚡ Actions
Actions are optional, fire-and-forget logic blocks that execute at key moments in the flow lifecycle. You can use them to:
Show a VFX or sound at task start
Spawn an item when a task begins
Hide UI or clean up actors when a task ends
Actions can fire on events like:
Flow Start / Complete
Task Start / Complete / Skipped
They are lightweight and don’t report back to the task system—they simply execute and move on.
This system is designed to be flexible, data-driven, and extendable—whether you’re guiding the player through an onboarding sequence, building a narrative quest chain, or triggering progression gates.
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