Power and puzzles

Wire switches, levers, buttons and pressure plates to doors, lights and anything else, with logic in between. No code.

Switches, plates and logic wired to doors and lights, no code.
Switches, plates and logic wired to doors and lights, no code.

The idea #

A power source is either on or off. Anything that should react to it has a field for a source: drag the GameObject with the switch (or plate, gate, puzzle) into it. In the Scene view, wires show what powers what: cyan while editing, yellow when powered and grey when off in Play mode. Tools > All In One Interaction Kit > Show Power Wires turns them on or off.

Sources #

Component Powered while...
Switch (on an Interactable) Toggle: it's on ("Turn On" / "Turn Off"). Momentary: for a moment after each press ("Press"), like a push button. Optional Moving Part that moves while on.
Power From State Any part with an open/on state is on: a lever made from a Hinge, a handle made from a Slide. Added automatically with a Switch. Invert = powered while off/closed.
Pressure Plate Enough weight stands on it (Weight mode, in kg) or enough things (Count mode). Crates count with their Rigidbody mass; players and NPCs (CharacterController or kinematic Rigidbody) as Character Weight. Scenery never counts. Its Box Collider is the detection area: cover the plate and about half a metre above it. Plate Visual sinks while pressed.
Pressure Plate 2D The same for 2D physics. Dynamic Rigidbody 2D bodies count with their mass, kinematic ones (players or NPCs moved by script) as Character Weight; things without a Rigidbody 2D never count. Its Box Collider 2D is the detection area.
Power Gate Its Inputs combine: Any (OR), All (AND), None (NOT), Exactly One (XOR), or Toggle (flips each time an input turns on). On Delay / Off Delay for timed doors ("stand on the plate for 2 seconds").
Sequence Puzzle Its inputs were used in the right order (Sequence). A wrong input is a fail: the progress resets and the switches in Reset On Fail switch back off. Events: On Progress, On Solved, On Failed.

Every source also has On Powered / On Unpowered events for sounds and effects.

What power can do #

Component Does
Power Receiver Drives a part next to it (a door's Hinge, a Slide, a Switch): Follow Power (open while powered), Open Once, Toggle On Power, or Events Only. Power opens a door even if it's locked.
Needs Power (condition) The object can only be used while powered; otherwise the prompt says why ("No power").
Powered Light Switches Lights, and objects such as a lit bulb, with the power.

Recipes #

  • A lever opens a gate: make the lever with the Setup Wizard (Type Lever), put a Power Receiver on the gate's door part, drag the lever into Source.
  • Two plates at once: a Power Gate set to All with both plates as inputs; the door's receiver uses the gate.
  • Press the buttons in order: three Buttons; a Sequence Puzzle with them in the right order; a receiver on the door with Open Once.
  • Lights out when the breaker trips: a Switch as the breaker; Powered Light on each lamp; Needs Power on the terminal.

Multiplayer #

Switches and levers are shared by their Network Interactable like any door. For pressure plates, gates with delays or toggles, and puzzles, add a Network Power Source: the host decides, and every player (and late joiner) gets the same value. Receivers only change doors on the host; clients receive the door's state.

Something unclear or wrong? Tell us · Get help