Coming soon to the Unity Asset Store

All In One Interaction Kit

Turn your own prefabs into doors, drawers, switches, pickups, keypads and puzzles in a few clicks, with prompts that show the right button for every controller. Little or no code.

  • Unity 6000.0+
  • Built-in, URP & HDRP
  • No dependencies
  • Full C# source
Kenney furniture made interactive by the Setup Wizard: drawers pulled out, cabinet and fridge doors open, with the prompt on screen
Your own prefabs, made interactive by the Setup Wizard. Real captures of the demo.

How it works

Interactive in three steps

  1. Drag in your prefab

    Tools > All In One Interaction Kit > Setup Wizard. It finds the doors, lids and drawers inside your model, by name or by shape.

  2. Check what it found

    Door or drawer, hinge side, smooth or physics motion. Click Create Interactive Prefab: your original is never changed.

  3. Press Play

    Put an Interactor on your player, look at the door and press E, or the button on your controller.

Features

Everything the player can open, press, carry or read

Your own prefabs

Setup Wizard
  • Finds the moving parts of a model (door, lid, drawer, gate, hatch...) and sets each one up, front and hinge side included.
  • Fixes centred pivots: doors turn around their edge even when the model's pivot is in the middle.
  • Never edits your original: it makes a new prefab that contains yours, so later changes still show up.

Make it yours

Themes
  • Not a copy of other games: every part of the prompt, the hold progress and the crosshair can be changed or switched off.
  • Six ready-made themes to start from (Modern, Minimal, Retro, In World, High Contrast, Colourblind Safe), or your own; give single objects their own look.
  • Your own UI: drive your own prompt and crosshair from events, while the kit handles the text, icons, hold progress and locked state.

Doors and drawers

  • Smooth doors, or physics doors you can push open by walking into them
  • Doors open away from the player, either way, or one way only
  • Drawers, trays, sliding and roll-up doors
  • Locks and keys, hold to open, cooldowns

Prompts and input

  • The right button for keyboard, Xbox, PlayStation and Switch
  • Press, hold, double tap or mash; several actions as a list or a radial menu
  • Mouse, touch, gaze and rebinding

Hands-on objects

  • Carry and throw physics objects
  • Item sockets: the fuse in the fuse box
  • Inspect up close, readable notes, keypads with lockout

Power and puzzles

  • Switches, levers, buttons and pressure plates power doors and lights
  • Logic gates and delays, order puzzles
  • Wires shown in the Scene view

More ready-made objects

  • Ladders, seats, elevators with call buttons
  • Valves, wheels, combination dials, breakables
  • Signs, audio logs, screens, item pickups

Loot, 2D and multiplayer

  • Chests and loot tables for your own inventory
  • 2D: proximity, a 2D pressure plate, a top-down demo
  • Netcode for GameObjects: the host decides, late joiners catch up

Easy to own

Debugger, saving, support
  • "Why can't I interact?": press F3 in Play mode and the debugger says exactly what's blocking the player.
  • See what can be used: a highlighter in every pipeline, markers on nearby objects and arrows to important ones.
  • Saving built in: every object to JSON, auto save, or your own save system through one small interface.
  • Accessibility: hold to toggle, slower holds, captions, reduced motion, High Contrast and Colourblind Safe themes.
  • Help and support: copy your system info for a bug report, straight from the editor.

From the demo scenes

Four demo scenes: doors and furniture, The Locked Workshop escape room, a 2D demo and a multiplayer demo.

Technical details

Built to be dependable

Unity6000.0 or newer (tested on 6000.0, 6000.3 and 6000.6, no warnings)
Render pipelinesBuilt-in, URP and HDRP (demos checked in each)
InputInput Manager (old) or the Input System package; keyboard, mouse, touch and gamepads
PlatformsWindows, Mono and IL2CPP (tested); Android build tested (not on a device); WebGL scripts compile
DependenciesNone. Uses the Input System, uGUI, Netcode for GameObjects, Visual Scripting, Timeline and Cinemachine when your project has them
SourceFull C#, no native plugins, 240+ automated tests
Domain Reload offSupported
MenuTools > All In One Interaction Kit

Good to know

Limits, stated up front

  • No built-in inventory: items go to yours through one small interface.
  • Carry, item sockets and inspect are for 3D games.
  • Multiplayer supports Netcode for GameObjects only.
  • Doors move by tween or physics; Animator-driven doors are not included.

Status

  • Version 1.0.0, coming soon to the Unity Asset Store. The documentation is online now.

Hear the day it launches

Join the Romano Assets Discord for launch news, or ask a question about the kit now.