Game Kit Controller
  • Welcome
  • Quick Start
    • ๐Ÿ›ฃ๏ธRoadmap
    • โญGetting Started
      • Importing GKC
      • (Optional) Download External Files
    • ๐ŸŽ“Tutorials
      • ๐Ÿ”‘Tips, Tricks and Hotkeys
      • Manually Add Axes in the Input Manager
      • Manually Add Tags and Layers
      • Tutorial - Create a New Character
      • Tutorial - Create a New Character with the Manual Creator
      • Tutorial - Create a Generic Character
      • Tutorial - Set the Default Weapons in a New Character
      • Tutorial - Create New Melee Weapon
      • Tutorial: Set Initial Melee Weapons on Player & AI
      • Tutorial - Adjust Weapons Quick Draw Weapon Action
      • Adjusting Player's Upper Body for Weapons
      • Fixing Player Spine Rotation
      • Tutorial - Add Action System By Input
      • Tutorial - Configure Local Multiplayer
      • Configure the Switch Character Companion
      • Configure the Main Mission Manager
      • Configure the Main Scene Manager
      • Using the Save System for Elements State on Scene
      • Tutorial - Configure the Drive System on an External Vehicle Controller
      • Setting up a New Skill System
      • Tutorial - Configuring Melee Weapon Attacks
      • Tutorial - Create Objects to Grab and Carry Physically
      • Tutorial - Create a new Melee Attack
      • Tutorial - Changing Player Movement Animations
    • โ‰๏ธFAQ
  • Major Systems
    • โšกMain Manager Administrator
    • ๐Ÿƒโ€โ™‚๏ธTraversal Movements
      • Climbing
      • Rail Sliding
      • Wall Running
    • ๐Ÿ“ฅInventory System
      • Adding a New Inventory Object
      • Create a new Inventory Prefab
      • Check the Use Inventory Object works correctly
      • Use Inventory Objects
      • Create Inventory Icon
      • Assign New Inventory Objects to the Player
    • โš”๏ธWeapon Systems
      • Dual Wielding Weapons
      • Tutorial - Configuring Melee Weapon Attacks on a Weapon
      • Tutorial - Create New Melee Weapon
      • Tutorial - Adjust the Fire Weapons Main Position
    • ๐Ÿ‘•Armor/Clothe System
      • Tutorial - Configure Armor-Clothe for New Model
      • Tutorial - Adding A New Piece To An Existing Armor-Cloth Set
    • โ›บEvent Trigger System
      • Setting Up the Event Trigger System
    • ๐Ÿ‘ŠAction System
      • Action System Component
      • Tutorial - Add Action System By Input
      • Tutorial: Create Objects to Grab & Carry Physically
    • ๐Ÿ‚Abilities & Skills Systems
      • Skill Systems
        • Player Skill System Component
        • Player Skills UI System Component
        • Tutorial - Setting Up a New Skill System
      • Ability Systems
        • Player Abilities System Component
        • Custom Ability Component
        • Activating an Ability by Key Combo
        • Tutorial - How to set Default Abilities
        • Tutorial - Create a Custom Ability
        • Tutorial - Create a new Melee Attack
        • Tutorial - Configuring Melee Weapon Attacks
    • ๐Ÿ’ฌDialogue System
      • Configure the Main Dialog Manager
    • ๐Ÿดโ€โ˜ ๏ธFaction System
    • ๐Ÿ—บ๏ธMap System
      • Map Creator Component
      • Setting Up the Map System
      • Creating a new Map Creator and adding Map Parts
      • Add Name Mesh for the Floor
      • Manage Multiple Floors
      • Duplicate Map Part
      • Delete Map Parts and Floors
      • Change between Floors with Triggers
      • Add Triggers for Hidden Map Parts
      • Enable and Disable Certain Parts of the Map
      • Show a Hidden Map Part With Another Color Until Visible
      • Use Map Object Information
      • Configure Map object information Icons
      • Configure Map Pickup to Unlock Map Parts or Floors
      • Map Object Information Linked to a Map Part
      • Render Terrain in the Map Window
      • Assign the Created Floors to the Map System
    • โ—Objective System
      • Main Objective Manager
      • Configure a Mission to Start in one Scene and Finish in Another
      • Configure a Mission to Eliminate Multiple Targets
    • ๐ŸšฅPlayer Control Mode
      • Weapons
      • Powers
    • ๐ŸŒช๏ธCombination System
      • Rifle Sword Example
      • Combat
    • โŒ›Time Manipulation
      • Bullet Time (Max Payne Style)
      • Slow Motion (Matrix Style)
    • ๐Ÿ–ฅ๏ธHUD System
    • ๐Ÿ”จToolbar System
    • ๐Ÿ’พSave System
      • Save System for Elements State on Scene
    • ๐Ÿณ๏ธLocalization/Language System
  • Top Level Components
    • ๐ŸŽฎPlayer and Game Management
      • ๐Ÿ–ผ๏ธTag Layer System
      • โŒจ๏ธInput Manager
        • First Steps and Basic Use
        • Add a New Touch Button
        • Check and Filter Input Actions
        • Configure Input on Vehicles
        • Configure Input Rebind Menu Panel and Actions
        • Add an Action to a New Script
        • Remove an Axe
        • Disable an Axe
        • Save/Load Currently Configured Axes
        • Manage Axes Save File
        • Touch Controller
        • Diable Touch Buttons on Start
        • Delete Disabled Touch Buttons
        • Assign a Touch Button to an Action
        • Scale Touch Button in the Inspector
        • Touch Joysticks
      • โ˜•Main Manager Adminstrator
      • ๐Ÿ–ฑ๏ธMouse Cursor Controller
      • ๐ŸŽฒGame Manager
      • ๐ŸšถPlayer Characters Manager
      • Simple FPS Counter
      • Place Object in Camera Editor Position System
      • Set Game Object Active State
      • Set Initial Position At Game Start
  • Character Level Components
    • ๐Ÿ•บCharacter
      • Features Manager
      • Menu Pause
      • Build Player
      • Ragdoll Builder
      • Powers List Manager
      • Player HUD Manager
      • Map System Component
      • Show Game Info Hud
      • Save Game System
      • Camera Capture System
      • Weapon List Manager
      • Player Screen Objectives System
      • Console Mode
      • Player Health Bar Management System
      • Player Pickup Icon Manager
      • Player Damage On Screen Info System
      • Time Bullet
      • Player Tutorial System
      • Player Options Editor System
      • Vendor UI System
      • Dialog System
      • Objective Log System
      • Objective Station UI System
      • Travel Station UI System
      • Inventory Bank UI System
  • Player Controller Components
    • ๐Ÿ•น๏ธPlayer Controller
      • Player Controller Component
      • Gravity System
      • Other Powers
      • Grab Objects
      • Health
      • Using Devices System
      • Close Combat System
      • Ragdoll Activator
      • Foot Step Manager
      • Pickups Screen Info
      • IK System
      • Player Weapons Manager
      • Inventory Manager
      • Damage Screen System and Damage In Screen
      • Friend List Manager
      • Upper Body Rotation System
      • Player States Manager
      • Head Track
      • Character Faction Manager
      • Player Input Manager
      • Player Navmesh System
      • Map Object Information
      • Hands On Surface IK System and IK Foot System
      • Climb Ledge System
      • Remote Event System Component
        • Setting Up a Remove Event
    • ๐Ÿ“นPlayer Camera
      • Player Camera Component
      • Player Culling System
      • Set Transparent Surfaces
    • ๐Ÿ’ฏEssential Components
      • AI Behaviors
      • Damage Hit Reactions System
      • Dash System
      • Inventory Camera Position and Map Elements
      • Experience-Level-Stat Systems
        • Player Experience System Component
        • Player Stats System Component
        • Player Skill System Component
          • Tutorial - Setting up a New Skill System
        • Player Skills UI System Component
      • Inventory Categories List Manager
      • Melee Combat System
      • Inventory Menu Panels System
      • Inventory Quick Access Slots
      • Inventory Weight Manager
      • Inventory Armor-Cloth Customization System
      • Player Abilities System Component
      • Player Action System Component
      • Player Info Panel On Screen System
      • Player Input Panels
      • Player State System
      • Match Player To Target System
      • Slow Down Time On Perfect Dodge
      • Save Info Elements List
      • Custom Character Controller Manager
      • Player Navmesh System
      • Elements On Scene System
    • ๐Ÿ’ผNon Essential Components
      • Ability Activated By Key Combination (R G)
      • Bullet Time Firing System (Max Payne Style)
      • Climb Ledge System
      • Currency System
      • Condition System
      • Console Log On Screen
      • Flashlight
      • Hands On Surface IK System
      • IK Foot System
      • Magic System
      • Laser Dot On Screen Manager
      • Oxygen System
      • Simple Sniper Sight Manager
      • Roll On Landing System
      • Photo Mode System
      • External Controller Behaviors
      • Gravity Wall Run Ability
      • Check If Carrying Weapons To Set Close Combat
    • ๐Ÿ“ฒElements Used By Other Components
      • Body Mount Points System
      • Damage On Screen Info System
      • Damage In Screen
      • Double Check To Disable Fire Damage On Roll
      • Free Fall Activator
      • Fire Damage
      • Ladder System
      • Inventory Camera Position
      • Map Elements
      • Projectiles On Body Manager
      • Pickups Info On Screen System
      • Player Idle System States
      • Remote Player Navmesh Override
      • Scanner System
      • Sprite Animator System
      • Shield System
      • Stamina System
      • Temporal Parent For Weapons
      • Throw Grenade From Inventory
      • Transform to Follow
      • Touch Screen Pinch System
      • Weapons Attachment UI Manager
      • Vehicles Mode Control
      • Show Values On Screen System
      • AI Mount Manager
      • Game Language Selector
      • Possession Override Objects System
      • Slider Info System
      • Actitvate Action On Characters On Scene
      • Graphic Quality Settings System
  • Additional Managers
    • ๐Ÿงžโ€โ™‚๏ธPrefabs Manager
      • Main Settings
      • Prefab Type List
      • Prefabs To Place On Scene List
      • Prefabs Searcher Options
    • ๐Ÿ’ฐMain Inventory Manager (Inventory, Bank and Vendor)
      • Inventory List Manager
    • ๐Ÿ•ณ๏ธDecal Manager
    • ๐Ÿ›ปPickup Manager
    • ๐Ÿ‘ˆScreen Objectives Manager
    • โค๏ธHealth Bar Manager
    • ๐ŸคExternal Shake List Manager
    • ๐Ÿดโ€โ˜ ๏ธFaction System Manager
    • ๐ŸŽตSongs Manager
    • ๐ŸฅNoise Mesh Manager
    • ๐Ÿ‘ปSet Transparent Surfaces Manager
    • ๐Ÿ‘ฟDamage On Screen Info Manager
    • โ€ผ๏ธMain Objective Manager
    • ๐Ÿ’ฌMain Dialog Manager
      • Configure the Main Dialog Manager
    • ๐Ÿ”•Disable Objects On Distance System
    • ๐ŸŽกElements On Scene Manager
  • ๐Ÿค–A.I System
    • AI Settings
    • AI Target Detection and Management
    • AI Attack Mode
    • AI Navigation
    • AI Patrol State
      • Tutorial - Configure Random Walk Movement on Attack Mode and Target Spotted on A.I
    • AI Melee System
    • AI Close Combat System
    • AI Abilities
  • Integrations
    • โž•Current Integrations
      • Emerald AI
      • Universal AI
      • Animal Controller
      • SoulLink Spawner
      • Easy Build System (EBS)
      • Randomation Vehicle Physics
      • Edyโ€™s Vehicle System
      • Space Combat Kit
      • Mech Combat Kit
      • NWH Vehicle Physics 2
      • Dynamic Water Physics
      • Honor AI
      • UMA 2
      • DestroyIt
      • Silantro Flight Simulator Toolkit
      • Dialogue System for Unity
      • Interactor
      • iStep
    • ๐Ÿ”งUpcoming/In Progress
      • Ability & Combat Toolkit
      • Ork 3 Framework
  • Annex
    • ๐Ÿ“–Changelog
      • GKC Update 3.03-3A
      • GKC Update 3.03-2
      • GKC Update 3.03-1
      • GKC Update 3.02g (Final)
      • GKC Update 3.02f
    • โ€ผ๏ธPossible Issues and Fixes
  • Support
  • Discord
  • Forum
  • Patreon
Powered by GitBook
On this page

Was this helpful?

Export as PDF
  1. Major Systems
  2. Objective System

Configure a Mission to Start in one Scene and Finish in Another

This is very simple, you only need to configure the same info on the Objective Event System component on the scene where it starts and where it ends (the scene where the mission is complete doesnโ€™t require the trigger of the mission to be active, since the mission was already activated on another scene).

For this, make sure to configure the same scene ID and mission ID on the fields of the Objective Event System components on both scenes, so the system can link the info of one side in the other.

Here an example, where the build settings with the scene index are configured like this:

In the scene Level Manager Building Scene 1, this is the mission ID and scene ID values configured on the objective event system component:

The scene index is 5, since the scene uses that indes on the above build settings and the mission ID is 0 (it could be any other value, but in this case, this is the unique ID assigned to it on this scene).

On the second scene, where the mission is complete, which in this case is Level Manager Building Scene 2, the values on the objective event system are these:

Like previously, same values, being the mission ID a unique value on this new scene (make sure that for example in this case, no other objective event system has the mission ID field with 0, since each mission needs an unique value for this).

It is recommended to check the section CONFIGURE THE MAIN SCENE MANAGER to see more about how the different scenes are managed.

PreviousMain Objective ManagerNextConfigure a Mission to Eliminate Multiple Targets

Last updated 2 years ago

Was this helpful?

โ—