Holly fricking molly… In thoughts of this thread I’ve thrown this at ChatGPT.
And it gives an answer which should clear up about everything. And the best part is, you can ask it further questions!
Now just wish there was a way to copy answers easier over here including the pretty formatting, lol. … We people in forums will really be out of business soon due to this 
Q: Please demonstrate how to sue ScriptableObject in Unity to create a quest system that demands Items from the player.
[[ Just realized it even correctly ignored that I misstyped “use” x3 ]]
A:
Sure! Here’s an example of how you can use ScriptableObjects to create a quest system that demands items from the player in Unity:
First, you’ll need to create a Quest ScriptableObject class that represents a quest. This class should have fields for the name of the quest, a description of the quest, the reward for completing the quest, and a list of items that are required to complete the quest.
Here’s an example of what the Quest class might look like:
using UnityEngine;
[CreateAssetMenu(menuName = "Quest")]
public class Quest : ScriptableObject
{
public string questName;
public string questDescription;
public int reward;
public Item[] requiredItems;
}
Next, you’ll need to create an Item ScriptableObject class that represents an item. This class should have fields for the name of the item, a description of the item, and an sprite representing the item.
Here’s an example of what the Item class might look like:
using UnityEngine;
[CreateAssetMenu(menuName = "Item")]
public class Item : ScriptableObject
{
public string itemName;
public string itemDescription;
public Sprite itemSprite;
}
Once you have the Quest and Item classes set up, you can create instances of these classes in the Unity editor and assign values to their fields. For example, you could create a quest called “Gather Firewood” that requires the player to collect 3 logs and rewards them with 100 gold.
To track the player’s progress on a quest, you’ll need to create a QuestTracker script that keeps track of which quests the player has accepted, which quests they have completed, and which items they have collected.
Here’s an example of what the QuestTracker script might look like:
using UnityEngine;
using System.Collections.Generic;
public class QuestTracker : MonoBehaviour
{
public List<Quest> acceptedQuests;
public List<Quest> completedQuests;
public List<Item> collectedItems;
public void AcceptQuest(Quest quest)
{
acceptedQuests.Add(quest);
}
public void CompleteQuest(Quest quest)
{
acceptedQuests.Remove(quest);
completedQuests.Add(quest);
}
public void CollectItem(Item item)
{
collectedItems.Add(item);
}
public bool HasCollectedAllItems(Quest quest)
{
foreach (Item requiredItem in quest.requiredItems)
{
if (!collectedItems.Contains(requiredItem))
{
return false;
}
}
return true;
}
}
With the QuestTracker script in place, you can use it to track the player’s progress on quests and check whether they have collected all of the required items for a particular quest.
For example, you could use the HasCollectedAllItems method to check whether the player has collected all of the required items for a quest, and if they have, you could call the CompleteQuest method to mark the quest as completed and reward the player with the quest’s reward.
I hope this helps! Let me know if you have any questions.