More ready-made objects

Each of these is a component you add next to an Interactable (or the Setup Wizard adds for you). All of them save their state (see Saving), work in multiplayer, and have events for your own effects.

Things to pick up #

Item Pickup: an item lying in the world. Kind To Inventory hands it to the player's inventory through your Loot Receiver (keys go to the Key Ring), Consume uses it on the spot (On Consumed: heal, add ammo), Collectible counts it (On Collected, and a static Collected event for "3 / 10 found"). It can respawn after a while. When the inventory is full it stays and says "No room".

Things to turn and dial #

  • Valve Or Wheel: turns in steps (a quarter turn by default) until fully open, then turns back. Fully open can power things (Power From State > Only When Full). On Open Amount drives gauges, water or steam.
  • Combination Dial: a safe dial. Turn it (A / D, arrows, mouse wheel, stick) and press the interact button on each number; the right numbers in order unlock it and power the safe door.

Things to climb and sit on #

  • Ladder: grab on, climb with up / down, step off at the top or bottom exit. Turn Built In Climb off to only get the events and play your own animation.
  • Seat: sit (placed at the seat point, facing its forward), stand with the interact button or Esc. One player per seat. Follows a moving seat (a vehicle, a swing).

Both move the player's body safely (CharacterController and Rigidbody are paused meanwhile) and pause your controller through Interactor.IsBusy (or an Interaction Controller Lock).

Things to read, hear and watch #

  • Sign: shows its text in a bubble next to it, while looked at or after using it.
  • Audio Log: plays a clip with timed subtitles; remembers that it was heard.
  • Screen: a monitor, TV or terminal that shows the next page (materials or objects) on each use and goes dark without power.

Things that break #

Breakable: hits to break (each use is one hit), or break on a hard impact, or call Damage from your weapons. It hides itself, spawns a broken version or debris, drops prefabs (Item Pickups) into the world and gives items to the breaker's inventory. Restoring its state puts it back together.

Doors in pairs and roll-up doors #

  • Linked Parts: objects that move together, like double doors or a pair of shutters. Use either one and both open.
  • Roll-Up Door: garage doors, shop shutters and blinds: the curtain rolls up into the top while a roller turns.

Elevators and moving platforms #

Elevator Or Moving Platform moves between stops and carries whatever stands on it (players with a CharacterController or Rigidbody, crates). Use it to go to the next stop, call it with Elevator Call Buttons on each floor, or set Automatic for a platform that goes back and forth. It stops without power. On Arrived and On Departed open and close the doors on each floor.

Rules and helpers #

  • Use Limit: one time only, or a number of uses, optionally refilling after a while.
  • Custom Condition: block the object until something happens, without code: flip it from any event, require objects to be active or inactive, or give it a check from code.
  • Auto Reset: puts the object back by itself after a delay (doors close, levers flip back), waiting while a player is close.
  • Camera Focus Point: moves the camera to a close-up and locks the player while using the object (a keypad, a workbench); with Cinemachine, switches on a virtual camera instead.
  • Play Director On Use: plays a Timeline when the object is used or opened, optionally locking the player until it ends.

Feel #

  • Interaction Feedback: gamepad rumble, camera shake, particles and a rattle, separately for used, opened, closed and "can't use" (a locked handle rattles). Players can turn rumble and shake off.
  • Interaction Sounds: several clips per sound (never the same twice in a row), random pitch and volume, and a moving sound (a creak or rumble) that gets louder and higher the faster the part moves.

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