How can I have Multiple Body Texts in Quest HUD?

Announcements, support questions, and discussion for Quest Machine.
Post Reply
hamzahgamedev
Posts: 2
Joined: Sun Jan 26, 2025 8:38 am
Contact:

How can I have Multiple Body Texts in Quest HUD?

Post by hamzahgamedev »

Hello, I want to show multiple Body Texts in Quest HUD, i.e if the quest have more than 1 goals, I want to show each goal one after another instead of a goal just getting updated abruptly.
Also, i want to enable a "Green Tick✅" game Object whenever that goal is completed..

Here's the demonstration of how I want my UI to look. Any help will be much appreciated.
Thanks!
Image
User avatar
Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: How can I have Multiple Body Texts in Quest HUD?

Post by Tony Li »

Hi,

In your example screenshot, there would be 2 nodes: "speak with people" and "report to mayor". At the point of the screenshot, "speak with people" would probably be in the True state, and "report to mayor" would be Active. So you'd add the body text to the "speak with people" node's True state > HUD Text and the "report to mayor" node's Active state > HUD Text.

To include a checkbox, you could either use TextMesh Pro and <sprite> tags, or you could use Icon content instead of Body Text content. TextMesh Pro might be simpler, so you don't need to modify the Icon content template as much.
hamzahgamedev
Posts: 2
Joined: Sun Jan 26, 2025 8:38 am
Contact:

Re: How can I have Multiple Body Texts in Quest HUD?

Post by hamzahgamedev »

so i guess what i want is that the quest HUD should enable the "complete body text" whenever the goal is complete..
so is there a way to show the "complete body text" when the goal is complete ?? Thanks
User avatar
Tony Li
Posts: 22871
Joined: Thu Jul 18, 2013 1:27 pm

Re: How can I have Multiple Body Texts in Quest HUD?

Post by Tony Li »

Hi,

You can set it up like this:

activeSuccessSprites.png
activeSuccessSprites.png (105.84 KiB) Viewed 5185 times

The "Speak with people" node has HUD text for when it's in the Active state and when it's in the True (completed) state.

It assumes:

1. You've switched to TextMesh Pro. In the Welcome Window, tick Enable TextMesh Pro. Then replace your text templates with TextMeshProUGUI components:

tmp.png
tmp.png (125.31 KiB) Viewed 5185 times

2. You've added sprites in TextMesh Pro named "ticked" and "unticked" for the ticked checkbox image and unticked checkbox image.
Post Reply