Interactive Studio
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Interactive Studio

Build no-code gameplay with tasks, triggers, effects, values, and player feedback.

Dependent Tasks

What it does

A dependent task is a prerequisite. The task that depends on it cannot move into Active or Completed until its prerequisite task is Completed.

When to use it

Use dependencies for ordered progress:

  • Complete Find Key before Open Vault.
  • Finish an introduction before starting a race.
  • Complete several objectives before revealing a finale.

Do not use a dependency just to make two effects happen at the same time. Put those effects on the same task state instead.

Setup

  1. Create and test the prerequisite task first.
  2. Create the task that should remain locked, for example Open Vault.
  3. In the locked task's settings, add the prerequisite as a dependent task.
  4. Configure the normal trigger for Open Vault, usually Not Active → Active or Not Active → Completed.
  5. Test the locked task before and after completing the prerequisite.

Example: key before door

  1. Create Find Key and move it to Completed when the key is collected.
  2. Create Open Vault and add Find Key as its dependency.
  3. On the vault door, use Click to try Not Active → Active for Open Vault.
  4. The click does not advance Open Vault until Find Key is completed; after that, the same click can open the door.

Test and troubleshoot

  • If a task will not advance, check whether a prerequisite is still Not Active or Active.
  • Make sure the prerequisite and dependent task use the intended scope. A personal prerequisite combined with a shared result may be confusing for players.
  • In Node View, dependency links run from the prerequisite into the task it unlocks.

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