Interactive Studio
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Interactive Studio

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

Non-Persistent Tasks

What it does

Tasks are persistent by default: a player or shared room can return with the task in its previous state. A non-persistent task is reset to Not Active when the next session begins.

When to use it

Choose non-persistent when an interaction should start fresh on a future visit:

  • A repeatable race or mini-game.
  • A temporary door or puzzle state.
  • A session-only score challenge.

Leave persistence on for one-time quests, collected rewards, or progress a player should keep.

Setup

  1. Open Space Options → Tasks and select the task.
  2. Turn on Non-Persistent.
  3. Test the task flow normally in the current session.
  4. Leave and re-enter the space to confirm it begins at Not Active.

This setting controls future-session behavior. It does not replace a reset transition inside the current session. Add a trigger to move the task back to Not Active when players need to repeat the interaction without leaving.

Example: repeatable race

Use a non-persistent task named Race.

  1. A start pad changes Not Active → Active.
  2. Active starts the timer.
  3. The finish pad or countdown result changes Active → Completed.
  4. A reset button changes Completed → Not Active for another run now; a later visit begins fresh automatically.

Test and troubleshoot

  • If a task stays completed after returning, confirm the setting was saved on the correct task.
  • If it resets too soon, check that another trigger is not moving it to Not Active during the same session.
  • Pair the setting with the correct task scope: a non-persistent multiplayer task resets shared room state; a non-persistent single-player task resets each player's own state.

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