Tier 4
Series 301
301C: The Mission Log
"A navigator doesn't just know where the ship is—they know what the ship is **supposed to be doing**. If you collect a keycard in the hangar (Scene A), the door in the cockpit (Scene B) needs to know you have it. If your AI is locking quest data inside individual levels, you've created **Mission Amnesia**. A skilled Engineer audits for Cross-Scene Data Persistence."
The Concept: Global Quest Architecture
As detailed in **Chapter 8**, quest tracking requires a system that exists outside the lifecycle of a single level. This is often achieved by combining **ScriptableObjects** (to store quest data) with a **Persistent Singleton** (to track active progress).
The Navigator's Checklist:
* **Stateless Data:** Using ScriptableObjects to define what a quest *is* (Title, Description, Requirements).
* **Active State:** Using a persistent Dictionary or List to track which quests are "In Progress" or "Complete."
* **Event Hooks:** Allowing quest completion to trigger global changes (e.g., unlocking a new airspace).
The Navigator's Checklist:
* **Stateless Data:** Using ScriptableObjects to define what a quest *is* (Title, Description, Requirements).
* **Active State:** Using a persistent Dictionary or List to track which quests are "In Progress" or "Complete."
* **Event Hooks:** Allowing quest completion to trigger global changes (e.g., unlocking a new airspace).
Red Flag Detected
The AI Trap: "The Local Logic Leak"
You ask the AI: "Check if the player has the Flight Codes to open the hangar door."
// AI-Generated Code: Localized and Fragile
public class HangarDoor : MonoBehaviour {
// Audit Fail: This expects a 'KeyCard' object to exist in THIS scene.
// If the player picked it up in Level 1, this script finds nothing.
public void OpenDoor() {
if (GameObject.Find("KeyCard") != null) {
Unlock();
}
}
}
This is "Scene-Locking." It forces the game to keep every quest item physically present in the hierarchy at all times. A professional Navigator uses a **Quest Singleton** to check the player's abstract "Mission State" rather than searching for physical objects in the scene.
Elite Telemetry
Research shows "Elite" teams achieve 15% faster lead times by keeping AI on a "very tight leash."
- Small Batches Solving one problem at a time prevents logic drift.
- Modular Design Localizing the "blast radius" of AI changes.
- Tight Loops Rapid iteration with constant code review.
The Pilot's Correction
Corrective Protocol
public void OpenDoor() {
// Corrected: Checking the global state, not the local scene
if (MissionManager.Instance.IsQuestComplete("HangarKey")) {
Unlock();
} else {
Debug.Log("Flight Codes Required.");
}
}
Your Pilot Command
> A skilled Pilot directs the AI to use a Global Quest Manager.