NPC
Use NPC to place a character players can approach and talk with. Start with a supplied character option or a compatible character model, then give it a clear name and test it from the player path.
Add a character
- Open Tools and choose NPC.
- Choose one of the supplied character options, paste a compatible model URL, or upload the character model.
- Place the NPC where players should find it.
- Set an NPC Name that players will recognize.
- If the model includes an appropriate animation, set its Default Animation using the animation name from that model.
NPC Settings
Select the NPC and open its settings. These are the public controls available for this tool:
| Setting | What it changes |
|---|---|
| NPC Name | The character name used by the NPC and shown with its conversation. Choose a short, player-facing name such as Museum Guide. |
| Auto popup | When enabled, starting the interaction is automatic when a player enters the NPC's range. It also shows Set quest id. Leave it off when you want players to start an AI conversation by selecting the NPC instead; that needs an AI Prompt. |
| Set quest id | An optional quest ID, not a task name. When the matching quest is already completed for a player, the NPC interaction is disabled for that player. It is useful for a one-time guide or objective giver. |
| Default Animation | The name of an animation included in the character model. Leave it blank unless you know the model's animation name. |
| AI Settings | Opens the prompt, local conversation reset, and tag-event controls described below. |
AI Settings
| Setting | What it changes |
|---|---|
| AI Prompt | Gives the NPC instructions for how it should respond. Keep it focused on the character's role, tone, and the information it should provide. |
| Clear local chat history | Clears the saved conversation for this NPC on the current device or browser profile. It does not change the NPC's prompt, task setup, or other players' saved chats. |
| Tag Events | Lets you create named tags and attach no-code event actions to each one. When the NPC sends a matching tag, the actions for that tag run. |
A safe first setup
Build the conversation first, then add game behavior:
Place and name the NPC. Check its scale, height, and line of sight from the player route.
Open AI Settings and write a short AI Prompt. For example:
You are the Museum Guide. Welcome visitors, explain where the relic is, and keep answers to two short sentences.
Test a conversation before enabling Auto popup. Once it reads well, enable Auto popup only if an automatic greeting fits the space.
If this character should stop accepting interaction after a one-time objective, enable Auto popup and enter that objective's quest ID in Set quest id. Test both before and after completing the quest.
Add a Default Animation only after confirming the exact animation name in the model.
Use tags to connect NPC responses to gameplay
Tags let an AI response trigger an explicit piece of room behavior without
making the visible response carry the whole game rule. Add a tag in Tag
Events, then attach the no-code actions that should run for it. For example,
create the tag tour-finished and configure it to reveal a sign or play a
sound when the guide finishes the tour.
For a longer gameplay flow, create a named task in Interactive Studio and use the Npc Sent Tag trigger with the same tag text. That task can then own the visible effects and state change. Tags are matched without regard to letter case, but using one spelling everywhere makes setup and testing clearer.
The NPC's prompt is the conversation instruction; tasks are the inspectable game state. Keep a task for objective progress rather than trying to store that progress only in a conversation.
See Npc Sent Tag and Quests for the task-side setup.
Keep the first NPC simple
Place the character, name it, and make sure it faces the player path before adding tags or task behavior. Use a Trigger Cube or the Interactive Studio when a player action near the character should cause something else to happen.
Test checklist
- Is the model at a believable height and scale?
- Does the NPC Name make sense to players in the conversation?
- If you chose a default animation, does it play correctly on the actual model?
- With Auto popup off, can a player start the conversation intentionally?
- With Auto popup on, does entering range begin the intended interaction?
- If using Set quest id, does the interaction stop after the matching quest is completed?
- If using tags, does the NPC send the expected tag and does each attached action or Npc Sent Tag task run when intended?
- Can players approach it without blocked movement or camera clipping?
