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Sinespace
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      • ClickableActivator
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      • ClickableWebsite
      • Clothing Item Settings
      • Day/night cycle
      • EdyCompatibleVehicle
      • FocusCamera
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      • LensFlareDistance
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      • MusicZone
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      • PlanePhysics
      • PlaneVehicle
      • Pool
      • ProductVendor
      • Proximity Activator
      • QuestCounterClickable
      • QuestCounterProximity
      • QuestDesigner
      • QuestGameObject
      • QuestNPC
      • RenamerNPC
      • SailStrip
      • SceneBackgroundMusic
      • SceneSaveSettings
      • SeatImproved
      • SliderPhysics
      • SliderVehicle
      • StartableClothingRequirement
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      • StartableTeleport
      • StartableTimedCounter
      • Statue
      • StreamingBackgroundMusic
      • SubstituteAnimationZone
      • SyncedPhysicsDoodad
      • TeleportLocal
      • TeleportPad
      • TeleportWorld
      • TerrainHolePunch
      • Timer
      • Tip Jars
      • TrailForwardVelocity
      • UpgradeAccountNPC
      • VehicleRespawn
      • VehicleSpawnStation
      • Virtual Goods
      • VIPCollider
      • VoiceZone
      • Volumetric Light
      • WanderingNPC
      • Simple State Machine
      • Simple Networking
      • Vehicle Respawn Station
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      • Vehicle Physical Animator
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      • Clothing Extra Pattern
      • Scripting Runtime
      • Speedometer
      • Modular Buoyancy
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      • Collider Trigger Activator
      • Move Object
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      • Scripting Data
    • Extensions
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      • Unity Portal
    • Creating A Shop
    • Creating Items
      • Making Animated Doors
      • Spawnable Objects: Uploading and Spawning Objects in Space
      • Creating Menus for Interactive Objects in SineSpace
    • Videos
      • Basic Clothes
      • Volumetric Lighting
  • Curator Dashboard
    • Overview
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  • Sinespace API
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  1. Sinespace SDK
  2. Components

QuestNPC

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Last updated 1 year ago

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To turn any object in your scene into the Quest NPC, add the Quest NPC component to it. (You might normally make the Quest NPC a humanoid NPC, with the Statue component on it, rendering it as a character, but you can add the Quest NPC component to anything with a collider on it that the user can click to start the quest.)

Once you have added the quest NPC component to an object in your scene, drag that object into the Destination NPC field in the first step of your quest.

Now when a user clicks that object it will allow them to start your quest.