I created and maintained the logic prefab that plugged into all collectible objects
The Collectible Base is a logic prefab that I created so that assets could talk to Collectible Persistence in a consistent way. I designed it to be easily added to existing objects and required minimal setup to implement. Many types of assets used this system including chests, resource nodes, and altars.
States (Ex. Chest)
Uncollected (Defaut): The chest is closed and the player has not gained the items associated with the collectible instance
Collected: The chest is opened and the items have been granted to the player
Enabled: Only relevant if uncollected - The chest is interactable and glint is on
Disabled: Only relevant if uncollected - The chest is unable to be interacted with. Usually this state is applied if the chest is gated by completing a combat or if there is a locking mechanism attached
Undiscovered: The player has not moved close enough to the chest to reveal its position on the map
Discovered: The player has come close enough to the chest such that a chest icon appears on the minimap
States (Ex. Chest)
Uncollected (Defaut): The chest is closed and the player has not gained the items associated with the collectible instance
Collected: The chest is opened and the items have been granted to the player
Enabled: Only relevant if uncollected - The chest is interactable and glint is on
Disabled: Only relevant if uncollected - The chest is unable to be interacted with. Usually this state is applied if the chest is gated by completing a combat or if there is a locking mechanism attached
Undiscovered: The player has not moved close enough to the chest to reveal its position on the map
Discovered: The player has come close enough to the chest such that a chest icon appears on the minimap
More
There were additional state added on by other people - One of which was "discovered" so that certain collectible items would appear on the map when the player got close enough in proximity