Carry, sockets, inspect, notes and keypads

Objects the player handles. Make any of them with the Setup Wizard (pick the Type) or add the component next to an Interactable.

Carry and throw #

Carry (needs a Rigidbody): "Pick Up" holds it in front of the view. It still collides with the world, so it can knock things over and be used to push buttons or weigh down plates.

  • Use it again, or press the interact button while aiming at nothing usable, to drop it (the prompt says "Drop ...").
  • Throw: the left mouse button or the right shoulder button (Throw Key / Throw Button), at Throw Speed.
  • Max Mass: heavier objects say "Too heavy". Only one thing at a time: "Hands full".
  • Item Id (e.g. fuse) lets an Item Socket recognise it.
  • Events: On Picked Up, On Dropped, On Thrown.

Item sockets #

Item Socket: a place for a carried item, like a fuse box, a gem slot or a battery holder. Carry the item with the matching Accepts Item Id to it and use it: the item snaps to the Snap Point and the socket powers things (see Power and puzzles). Without the item, the prompt says what's missing (Missing Message, e.g. "Needs a fuse"). With Allow Remove, using it again hands the item back. Start Item puts one in from the start.

Inspect #

Inspect: brings the object up close; the mouse or right stick turns it, the interact button, Escape or the gamepad's back button puts it back where it was. Title and Description show underneath (a clue, a collectible's story). View Rotation turns it when it comes up close so its best side faces the player (X 90 for a coin or gear modelled lying flat). The player stands still meanwhile, and the prompt and crosshair hide.

Readable notes #

Readable: a note, letter or book. Its Pages show on a paper panel; A/D, the arrow keys or the shoulder buttons turn pages; the interact button or Escape closes it. Paper Color and Ink Color set the look. Has Been Read tells your code the player opened it.

Keypads #

Keypad: use it to open a keypad on screen and enter the Code: number keys, the mouse, or a gamepad (stick to move, the interact button to press). The right code unlocks it, which powers things: put a Power Receiver on a door and drag the keypad into its Source. Wrong codes flash "Wrong code"; Max Attempts in a row locks it out for Lockout Seconds. Relockable lets players lock it again. Events: On Unlocked, On Wrong Code, On Locked.

In 2D games #

Readable notes and keypads work the same in 2D (with Proximity 2D Discovery): the panels are drawn on screen. Carry, Item Socket and Inspect are for 3D (they use 3D physics and a camera view of the object).

Your look, your text, your own UI #

The note, keypad and inspect panels have colour, Font, text and Close Key settings; untick Draw Panel (or Draw Text for inspect) to show your own UI instead. See Customizing.

For your own controller #

While the player inspects, reads or types a code, Interactor.IsBusy is true: stop moving and looking around (the sample controller does). Interactor.Carrying tells you what they hold.

Multiplayer #

  • Carry: add a Network Object, a Network Transform (Authority Mode: Owner), a Network Rigidbody and Network Carry. The player who picks it up moves it on their own machine; everyone sees it; only one player can hold it at a time.
  • Item Socket: a Network Interactable; the host places the item, so everyone sees it in place.
  • Keypad: a Network Interactable and Network Keypad: the host checks codes; a right code unlocks it for everyone.
  • Inspect and Readable happen only on the player's own machine; nothing to add.

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