# Edible Object

## Usage

An Edible Object has no 3d model attached directly to the GameObject.  Instead it has multiple 3d models as child GameObjects.  The first object should be the model to use when the object is full. As many objects as are desired can be added after that to represent the different stages of eating or drinking until the last object, representing a fully eaten or used up model.

The first object should be active in the heirarchy by default, and all others should be non active.  The active status of each will be managed by the script as it progresses through showing them.

## Properties

| Name              | Description                                                    |
| ----------------- | -------------------------------------------------------------- |
| Interval          | The time in seconds between changing to the next object.       |
| Keep Last Visible | If true, the last object will stay visible after its interval. |

## Dependencies

* One or more child GameObjects should exist for the script to cycle through as the object is consumed.


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://docs.anyrpg.org/monobehaviours/edible-object.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
