Components

Every component is under Add Component > All In One Interaction Kit. Hover any setting in the Inspector for a tooltip.

On the player #

Interactor #

Finds what the player can use and sends the interact button to it.

  • Discovery: how it finds things (below). Empty = the one on the same GameObject.
  • Input: the interact button (below). Empty = the one on the same GameObject.
  • Origin: where rays and distances are measured from, usually the camera.

Discovery #

  • Look Ray Discovery: what the camera points at (first person). Radius above 0 makes small objects easier to hit.
  • Proximity Discovery: the best object near the player (third person, top-down). Prefers what is in front.
  • Proximity 2D Discovery: the same for 2D games (2D colliders).

Input #

  • Key Interaction Input: a keyboard key (default E) and a gamepad button (default the left face button: X on Xbox, Square on PlayStation, Y on Switch). Works with the old Input Manager and the Input System package.
  • Input Action Interaction Input (Input System package only): any Input Action, so players can rebind it.

Key Ring #

The keys the player carries (just names, like red). Locks check it; key pickups add to it.

On the objects #

Interactable #

Makes an object usable. Every interactable object has one.

  • Display Name: shown in the prompt ("Open Door").
  • Prompt Override: your own prompt text instead of " ".
  • Max Distance: how close the player must be.
  • Priority: wins when several objects are in reach.
  • Mode: Press, or Hold for Hold Duration seconds (the prompt shows a ring that fills).
  • Cooldown: minimum time between uses.
  • Max Concurrent Users: how many players may hold it at once (0 = unlimited).
  • Events: On Interacted, On Denied, On Hold Started, On Hold Canceled, On State Changed: hook up sounds, animations or your own scripts without code.

Hinge (doors, lids, gates, levers) #

Rotates a Pivot between Closed Angle and Open Angle around Local Axis. Hinge Point lets a part turn around its edge when its pivot is in the middle. Start Open, Block While Moving, and the Open / Close verbs for the prompt.

Swing sets which way it opens:

  • Away From Player (the default for doors): either way, always away from the player who opens or walks into it. In multiplayer the host decides from that player's position, and the side is part of the saved and synced state.
  • Outward Only: always to the Open Angle. Use it for furniture doors, lids and levers, which can only open one way.
  • Inward Only: always the other way (the Open Angle mirrored).

The motion comes from a drive:

  • Tween Hinge Drive: smooth motion with a Duration and an easing curve. Predictable and network friendly.
  • Physics Hinge Drive: a real HingeJoint. Using it swings the door with a spring. Players and objects can push it: a real push carries on to fully open or fully closed (in the direction it was pushed, Finish Pushes), a small bump settles back, and a door swinging shut latches closed (Latch Angle). Where it rests (closed or fully open) it is held gently (Hold Strength) until a push moves it past Release Angle. Max Spin Speed stops hard hits from flinging it, and Ignore Frame Collisions stops it catching on its own frame or the wall the frame is set into. If someone stands in the way, it waits and finishes once they move.

Slide (drawers, sliding doors, trays) #

Moves a Target along Direction by Distance, smoothly over Duration. Start Open, Block While Moving, and the prompt verbs.

Switch #

An on/off switch ("Turn On" / "Turn Off") or, in Momentary mode, a push button ("Press"). Can power things: see Power and puzzles, which also covers Pressure Plate, Power Gate, Sequence Puzzle, Power Receiver, Needs Power and Powered Light.

Carry, Item Socket, Inspect, Readable, Keypad #

Pick up and throw, place items, look at things up close, read notes, enter codes. See Carry, sockets, inspect, notes and keypads.

Loot Container #

Hands out items when used. See Containers and loot.

Key Pickup #

Gives a key name to the player's Key Ring and hides the object ("Take Red Key").

Lock #

Blocks the object until the player has the key named in Key Id. Locked Message is the reason shown in the prompt. Consume Key removes the key when used.

Interaction Sounds #

Your AudioClips for the object: Opened / Closed (every player hears them), Used, Denied, and slots for keypads, carrying and loot. See Customizing.

In the scene #

  • Interaction Prompt (No Packages): the on-screen prompt. Needs nothing else. See Prompts.
  • Interaction Prompt (uGUI): the same with a Canvas and TextMesh Pro (when your project has uGUI).
  • Interaction Crosshair: a small dot that lights up on usable objects and turns red when something is blocked.
  • Interaction Debug Overlay: press F3 in Play mode to see why something can't be used. A development aid; leave it out of release builds.

More components #

The feature pass added many more; each has its own page:

  • Ways to interact: Interaction Actions, Drag Interaction, Auto Interact Zone, Gaze Interaction Input, Pointer Discovery, Pointer Interaction Input, Interaction Touch Button, Interaction Rebinding, Interaction Highlighter, Interaction Markers and Interaction Marker.
  • More ready-made objects: Item Pickup, Valve Or Wheel, Combination Dial, Ladder, Seat, Sign, Audio Log, Breakable, Screen, Linked Parts, Roll-Up Door, Elevator Or Moving Platform, Elevator Call Button, Use Limit, Custom Condition, Auto Reset, Camera Focus Point, Play Director On Use, Interaction Feedback.
  • Accessibility: Interaction Accessibility Settings, Interaction Captions.
  • Saving and integrations: Interaction Save Id, Interaction Auto Save, Interaction State Events, Interaction Signal, Interaction Signal Listener, Interaction Controller Lock.

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