Changelog
All notable changes to the All In One Interaction Kit. The format follows Keep a Changelog and versions follow Semantic Versioning.
[1.0.0] - 2026-10-29 #
First release.
Added #
- Prompt: Short text (just the verb) and Key Only; a hold ring that follows the button (rounded square round keys, circle round gamepad buttons), a Pie fill, a Key Fill that keeps the letter sharp and an underline Bar; Quick setup with a live preview at the top of the Prompt Style and Theme inspectors.
- Messages: every "can't use" reason (locked, needs an item, no power, wait, used up, in use, too far, hands full) can show as full text, short text, an icon, the icon in the needed key's colour, icon and short text, or nothing; per theme, per kind and per object. Built-in crisp icons (lock, key, power, clock, hand, check, cross, backpack); keys and sockets can carry a colour and icon.
- Prompt position: under, replacing or beside the crosshair, bottom or top centre, on the object (lined up with the crosshair when aimed at) or a custom spot, gliding between them; per theme and per object.
- Pixel-exact layout: every prompt part on whole pixels, the hold ring concentric with its button, icon and text on one centre line; crosshair brackets drawn as square corners; the theme cycler covers all six presets.
- Size sliders (0.5x to 2x) for the prompt, message icons, hold fill and crosshair; an Over Crosshair position.
- The Canvas (uGUI) prompt matches the no-packages one: Over Crosshair puts its button on the crosshair, and its own canvas scales by the screen's short side.
- Several actions: the stacked list and the radial menu are drawn as prompts, in the prompt's own look (theme colours, key caps, font, Shows setting, Prompt Size): each listed action shows its key cap ("Hold to Lock" for a hold action); the radial menu is a ring in the theme's panel colour with the held button in the middle, the picked slice lit in the accent colour, optional per-action icons, centred on the crosshair's pixel at every size.
- Tools > All In One Interaction Kit > Open Demo opens each demo scene in one click.
- The Setup Wizard names prompts like a player would say them ("SM_Door_01" reads "Door", "FuseModel" reads "Fuse").
- Finished things (a solved keypad, a used up or broken object) keep the normal prompt look with a check; the style's Done Looks Unavailable brings back the "can't use" colours.
- The Canvas (uGUI) prompt looks like the No Packages one: the same panel opacity in Linear projects, the same corner rounding at any height, and the same key cap (edge, letter size, button glyphs filling the key).
- The 3D demo's Tab panel changes the theme, prompt, hold fill, messages, position and sizes live.
- Interactor (player, NPC or anything) with look-ray, proximity and 2D proximity discovery; Interactable rules: range, priority, press or hold, cooldown, how many can use it at once, and conditions.
- Doors: Hinge behaviour with a smooth (Tween) drive and a Physics drive (HingeJoint). Swing: Away From Player (doors open either way, away from whoever opens or pushes them; the host decides in multiplayer), Outward Only or Inward Only. Physics doors can be pushed: a push carries on to fully open or fully closed, small bumps settle back, a door swinging shut latches, and it is held where it rests; hard hits are capped so it never spins wildly. A hinge point lets a part turn around its edge even when its pivot is in the middle.
- Drawers: Slide behaviour (drawers, sliding doors, trays) with smooth motion, save/network state and "still moving" blocking.
- Lock and key: Lock condition, Key Ring and a key pickup.
- Prompts: shows the button of the device the player used last (keyboard/mouse, Xbox, PlayStation, Nintendo), with icons from a Glyph Set or a drawn key cap, a hold-progress ring, fade in/out and a distinct look when something can't be used. Three prompt styles (Pill, Minimal, Bold), used by the six themes, or your own Prompt Style. An IMGUI version that needs no packages and a uGUI/TextMesh Pro version. A crosshair that lights up on usable objects.
- Make it yours: themes (Modern, Minimal, Retro, In World presets, or your own; switch at runtime) with a prompt style and a crosshair style. Prompt: content (icon and text, icon only, text only, none), icon position, spacing, text case, panel outline and shadow, show/hide animation (fade, scale, slide, easing curve), hold progress (ring, bar, key fill, panel fill, custom sprite, none; thickness, gradient, start angle, direction, fill curve, drain or reset), "can't use" icon and text. Crosshair: dot, ring, cross, brackets, chevron or sprite, a look per state (idle, hover, blocked, holding), transitions, hold ring, events. Interaction Appearance for per-object looks; Interaction Prompt (Custom) and Interaction Prompt Events to drive your own UI; prompt and crosshair events. Zero allocations per frame.
- Ways to interact: Double Tap and Mash modes; tap or hold on one button; several actions per object (Interaction Actions) shown as a stacked list or a radial menu, with their own keys; grab and move by hand (Drag Interaction) for doors, drawers, levers, valves and wheels; Auto Interact Zones; a gaze timer; mouse hover and click and touch tap (Pointer Discovery and Pointer Interaction Input); an on-screen touch button; "Tap to Open Door" prompts on touch screens; rebinding (Listen For Key, and Interaction Rebinding for the Input System), with prompts updating at once.
- Finding objects: aim-assist cone and angle weighting on the look ray, line of sight and a facing angle for the proximity finders, sticky focus.
- Seeing what can be used: Interaction Highlighter (outline, tint, rim glow, pulse or none, in Built-in, URP and HDRP, part of every theme, off per object) and Interaction Markers (nearby markers that fade with distance, and off-screen arrows to important objects).
- More ready-made objects: Item Pickup (to the inventory, consumable or collectible, respawning), Valve Or Wheel, Combination Dial, Ladder, Seat, Sign, Audio Log, Breakable, Screen, Linked Parts (double doors), Roll-Up Door, Elevator Or Moving Platform with Elevator Call Buttons (carries the player), and the Setup Wizard makes them all.
- Rules and helpers: Use Limit (one time, max uses, refill), Custom Condition (no code), Auto Reset, Camera Focus Point (close-up with the player locked; Cinemachine virtual camera option), Play Director On Use, Interaction Controller Lock (pauses any controller, finds Unity's Starter Assets).
- Feedback: Interaction Feedback (rumble, camera shake, particles, rattle; per used, opened, closed and can't use), several clips per sound with no repeats, volume variation, a moving sound that follows speed.
- Accessibility: hold to toggle, hold time scale, mash as hold, double tap as press, prompt scale, auto interact, captions for interaction sounds (Interaction Captions), rumble and reduce-motion switches, High Contrast and Colourblind Safe themes; Interaction Accessibility Settings sets and remembers them without code.
- Saving: InteractionSave captures and restores every object and key ring as JSON (files, PlayerPrefs on WebGL, or your own store through IInteractionSaveStore), Interaction Save Id, Interaction Auto Save.
- Events and integrations: Interaction State Events, Interactable.AnyInteracted, named signals for quests and dialogue (Interaction Signal, Signal Listener), Visual Scripting nodes and events, a Timeline Interaction track (both only when the package is installed), and a guide for your own controller and Unity's Starter Assets.
- Tools: Scene Overview (every object, its state and problems, click to select), problem checks with one-click fixes, batch convert of many prefabs, range gizmo.
- "Why can't I interact?" debugger overlay (F3).
- Setup wizard: finds the moving parts of a model (children named door, lid, drawer..., or guessed from their shape when they aren't named) and sets each one up: doors swing out of the front on the correct edge, drawers slide out, plus lids, flaps, buttons and levers. Change any part's type, hinge side, angle, slide distance or swing, remove parts, or add one by clicking it in the Scene view. A live Scene view preview shows each hinge, how far it opens and which way. Pick the prefab by clicking it in the Project window or a scene instance. A prefab without parts becomes a door (or a switch, button, lever...), with a centred pivot spotted and the hinge put on its edge. Your original prefab is never changed. Hinge inspector preview and a Scene view handle for the open angle.
- Input: works with the legacy Input Manager and the Input System package (optional integration), keyboard and gamepad; an Input Action source for rebinding.
- Multiplayer (optional): Netcode for GameObjects adapter: the host decides, state reaches late joiners, refusals come back to the player who asked.
- Help and Support window with the Discord, bug tracker and website links to copy and Copy Support Info.
- Power and puzzles: switches and push buttons, levers, pressure plates (weight or count; players, crates, NPCs), logic gates (Any, All, None, Exactly One, Toggle, delays), order puzzles with fail and reset, power receivers that drive doors, "Needs Power" condition, powered lights; wires shown in the Scene view; shared in multiplayer.
- Containers and loot: loot containers for chests, lockers and crates; Loot Items and Loot Tables (always and weighted
random items, same result for every player); works with any inventory through
ILootReceiver; keys found in chests open locks; each item taken once in multiplayer. - Carry and throw physics objects (they still collide while held; "Drop" prompt; too heavy / hands full), item sockets (place the right item to power things), inspect (bring an object up close and turn it; View Rotation shows its best side), readable notes (paged paper panel) and keypads (on-screen code entry with keyboard, mouse or gamepad; lockout). Multiplayer: the carrier's machine moves what it holds, the host decides sockets and checks codes.
- Setup Wizard types: switch, button, lever, pressure plate and crate from any prefab; "Gives loot" for furniture.
- Button icons: Kenney's Input Prompts (CC0) for keyboard, mouse, Xbox, PlayStation and Switch, used by new prompts automatically.
- Customizing: Interaction Sounds (your AudioClips for open, close, use, denied, keypad, carry and loot); one translation
hook for every player-facing text (
InteractionText.Translate); fonts, colours, texts and close keys for the note, keypad and inspect panels, and Draw Panel off to use your own UI (open, close and key events,PressKey); a Hold Format and a Font for prompts. A Customizing docs page lists everything you can change. - 2D: a Pressure Plate 2D (2D physics weight or count); switches, notes, keypads, power and loot work in 2D games too.
- Demo scenes: 3D (doors, lock and key, and a row of Kenney furniture with doors and drawers), 2D (three small rooms: lights, a note, a crate on a pressure plate that opens a gate, a keypad-locked chest), The Locked Workshop (a small escape room: notes, keypads, carrying, power, puzzles and loot) and Multiplayer.