Frequently Asked Questions
Is Game Creator 2 required?
Yes. WAS is built as a module for GC2 and requires GC2 Core as a foundation.
Does it work with Cozy Weather?
Yes! WAS integrates with Cozy Weather for time-of-day events. It's optional but recommended for time-based scheduling.
Can I have multiple activity managers?
No. WorldActivityManager is a singleton. Only one instance should exist per scene.
How many activities can I have?
Unlimited. The system is optimized with smart caching. We recommend grouping related activities for organization.
Is save/load supported?
Yes. Uses the GC2 Remember system for persistence. Discovery state, completion status, and event history are saved.
Can spatial and temporal activities interact?
Yes! Use GC2 conditions and instructions. Example: temporal event spawns enemies at a spatial anchor location.
What's the performance impact?
Minimal. Conditional events use intelligent caching (80%+ hit rate). Discovery uses optimized proximity checks with configurable intervals.
Can I create custom trigger types?
Yes! Extend TemporalActivity and implement custom trigger logic. See the API documentation for details.
My player build fails with "MenuItem could not be found" — how do I fix it?
This was a packaging bug in 1.0.0: editor-only menu code was compiled into the all-platforms assembly, causing nine CS0246 errors in standalone player builds. Fixed in 1.1.0 by moving that code into its own editor-only assembly — update to 1.1.0 or later.
Changelog
Current Version: 1.1.0
Version 1.1.0 — NPC Presence, Activity Journal & Player Build Fix
pending validation
- NEW: NPC Presence Schedule — time-of-day windows that switch an NPC's active state, teleport it to a marker, and run GC2 instruction lists on enter/exit. New Condition "NPC Is Present" and new Event "On Presence Changed" (the asset's first GC2 Event).
- NEW: Activity Journal / Quest Log — IActivityJournalUI (the sixth UI interface) and DefaultActivityJournalUI component, plus the new Instruction "Open Journal". No prefab ships; single-text fallback mode documented.
- NEW: EventChain graph editor node copy / cut / paste / duplicate, working across different EventChain assets (Ctrl+C / Ctrl+X / Ctrl+V / Ctrl+D plus right-click menu)
- NEW: Optional multiplayer authority guard on WorldActivityManager (Require Authority, default off) via the new IWorldActivityAuthority interface
- NEW: Weighted scheduling — EventTriggerType gains a Weighted value; TemporalActivity.utilityScore defaults to 1 so behaviour is unchanged until configured
- NEW: Opt-in anchor culling (Enable Anchor Culling, default off) for large worlds
- NEW: "Support & Feedback" and "Rate on Asset Store" editor menu items
- FIXED: Player builds no longer fail with "MenuItem could not be found" — editor-only menu code now lives in its own Editor assembly (nine CS0246 errors previously)
- GC2 surface: 19 -> 20 Instructions, 7 -> 8 Conditions, 0 -> 1 Events
- 354 PlayMode tests, all passing; fully backward compatible, all new features opt-in
Version 1.0.1 — Maintenance Release
2026-04-07
- TODO publisher: fill in from Asset Store release notes — no source available in this working folder
Version 1.0.0 — Initial Public Release
January 2026
- Complete spatial activity system with anchors
- Temporal activity automation with Event Scheduler
- Priority queue and conflict resolution
- Smart caching for conditional events (80%+ hit rate)
- Debug Window with Timeline, History, and Performance tabs
- Full GC2 integration (Conditions, Instructions, Remember)
- Cozy Weather time integration (optional)
Version 0.3 — Event Scheduler System
Internal Build, January 2026
- Priority queue system and conflict resolution
- Time-of-day and conditional event triggers
- Event Scheduler Debug Window
Version 0.2 — Core Activity Framework
Internal Build, December 2025
- Spatial and Temporal activity foundations
- WorldActivityManager singleton
- Initial GC2 integration
Version 0.1 — Prototype
Internal Build, November 2025
- Initial architecture and proof of concept
Roadmap
Features under consideration for future updates:
- Wave-based spawning and boss encounters
- Safe-zone mechanics with alive-enemy detection
- EventChain conditional branching enhancements
- In-graph link property editing (edit several links' properties at once)
- Event templates for common patterns
- Analytics dashboard for production metrics
Support
This is a passion project — no 24/7 support, but I reply as quickly as I can.
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