1. First make sure Quest Machine's basic demo scene works. (Plugins / Pixel Crushers / Quest Machine / Demo / Demo) If you haven't already, select menu item Tools > Pixel Crushers > Common > Misc > Enable Physics2D Support before playing the Demo.
2. Imported both Invector Support unitypackages, located in Plugins / Pixel Crushers / Common / Third Party Support and Plugins / Pixel Crushers / Quest Machine / Third Party Support. The PDF manual will be in Pixel Crushers / Quest Machine / Third Party Support / Invector Support. Make sure the Invector integration demo scene works. (Pixel Crushers / Quest Machine / Third Party Support / Invector Support / Example / Shooter Example) If both of those are working, then Quest Machine, Invector, and the Invector integration are probably all installed correctly.
3. Next, if you haven't gone through a few of the introductory Quest Machine tutorials, I recommend watching at least Tutorial 1: Scene Setup.
4. Select menu item Edit > Project Settings. In the Player section, scroll down to Other Settings. Add "USE_INVECTOR_INVENTORY" to the Scripting Define Symbols:
5. Open the scene Invector-3rdPersonController / Shooter > DemoScenes / Invector_ShooterMelee.
6. Add the prefab Plugins / Pixel Crushers / Quest Machine / Prefabs / Input Device Manager to the scene. Untick its Control Cursor State checkbox.
7. Add the prefab Plugins / Pixel Crushers / Quest Machine / Prefabs / Quest Machine to the scene.
8. Locate the quest database named "Example Quest Database" in Pixel Crushers / Quest Machine / Third Party Support / Invector Support / Example / Quests. Assign it to the Quest Machine GameObject's Quest Databases > Element 0 in place of "Demo Quest Database".
9. Add a Quest Journal component to the vShooterMeleeController GameObject (i.e., the player). The tutorial has you create an empty GameObject for Quest Journal, but I'm simplifying the steps here.
10. Add a Quest Machine Pause Player component to vShooterMeleeController.
11. Let's just set up a cube to act as the NPC quest giver.
- Add a cube to the scene. Make sure it's some place where the player can walk into it.
- Tick its Box Collider's Is Trigger checkbox.
- Add a Trigger Event component. Notice that the Tag Mask is set to Player. This matches the vShooterMeleeController's tag (Player).
- Add a Quest Journal component. Set the ID > Id field to "NPC".
- In the Quests section, click the "+" to add an empty element. Then assign the "Get Shotgun Quest" asset from Pixel Crushers / Quest Machine / Third Party Support / Invector Support / Example / Quests.
- On the Trigger Event component, click the "+" under the OnTriggerEnter() block.
Now play the scene and walk into the cube. You should see the quest dialogue UI. Click Accept to accept the quest.