Documentation
  • AnyRPG Introduction
  • Getting Started
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      • Unity Asset Store Installation
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    • Included sample games
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  • Wizards
    • Wizards Introduction
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  • Scriptable Objects
    • Scriptable Objects Introduction
    • Abilities
      • Animated Ability
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    • Achievement
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    • Class Specialization
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    • Environment State Profile
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    • Faction
    • Interactable Option Configurations
      • Bank Config
      • Behavior Config
      • Character Creator Config
      • Class Change Config
      • Crafting Node Config
      • Cutscene Config
      • Dialog Config
      • Faction Change Config
      • Gathering Node Config
      • Item Pickup Config
      • Load Scene Config
      • Lootable Character Config
      • Moveable Prefab Config
      • Music Player Config
      • Name Change Config
      • Patrol Config
      • Quest Giver Config
      • Skill Trainer Config
      • Specialization Change Config
      • Teleport Config
      • Unit Spawn Controller Config
      • Vendor Config
    • Items
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    • Weapon Skill
  • MONOBEHAVIOURS
    • Monobehaviours Introduction
    • Scene Config
    • Channeled Object Script
    • Channeled Cylinder Script
    • Edible Object
    • Projectile Script
    • Cutscene Camera Controller
    • Playable Director Controller
    • Spawnable
    • Interactable
    • Interactable Options
      • Animated Object
      • Bank
      • Behavior Interactable
      • Character Creator Interactable
      • Class Change Interactable
      • Click Switch
      • Crafting Node
      • Cut Scene Interactable
      • Dialog Interactable
      • Faction Change Interactable
      • Gathering Node
      • Item Pickup
      • Load Scene Interactable
      • Lootable Character
      • Moveable Object
      • Moveable Prefab
      • Music Player
      • Name Change Interactable
      • Pressure Switch
      • Quest Giver
      • Skill Trainer
      • Specialization Change Interactable
      • Teleport Interactable
      • Unit Spawn Controller Interactable
      • Vendor
    • Environmental Effect Area
    • Movement Sound Area
    • Persistent Object
    • Respawn Area
    • Unit Spawn Node
    • Water Body
  • Architecture
    • Ability System
      • Abilities
      • Ability Effects
    • Project Settings
      • Layers
      • Tags
      • Physics Settings
  • Shared Properties
    • Capabilities
    • Environment Preview
    • Prerequisite Conditions
    • Stat Scaling Nodes
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  • Usage
  • Properties
  • Dependencies
  1. MONOBEHAVIOURS

Interactable

The Interactable monobehaviour is required on any Prefab that the player will be able to interact with. It is also required on Prefabs that are remotely controlled by switches.

PreviousSpawnableNextInteractable Options

Last updated 2 years ago

Usage

Interactable inherits from the base class, . All Interactables can have one or more interactable options. The Interactable component allows the object to be interacted with, and the Interactable Options provide unique functionality and interaction options.

Properties

In addition to the properties of the base class, , Interactable has the following properties.

Name
Description

Show Tooltip

If true, a UI tooltip will be shown when the mouse hovers over the object.

Interactable Name

The name of the object that will be shown in the mouseover tooltip.

Glow On Mouse Over

If true, the material of the object will be replaced with a glowing material while the mouse is hovering over it.

Glow Color

The default color of the glow outline. This will be overridden on character units depending on the faction relationship color.

Interaction Tooltip Text

Set this value to override the default 'Interact' option for the gamepad interaction tooltip

Not Interactable

Set this value to prevent direct interaction from the player. This can be useful for interactables that only need to be activated with control switches.

Interact With Any

Set this to true to allow triggering interaction with anything that has a collider, not just players.

Interact On Exit

Set this to true to cause the interaction to trigger on when something exits the collider.

Is Trigger

If true, interaction is triggered by a collider, and not by clicking with the mouse

Suppress Interaction Window

Set this to true to automatically activate the first interactable instead of opening the interaction window and presenting the player with interaction options.

Interaction Max Range

For everything except character unit interactions, the interactor must be within this range of this objects collider. This does not apply to interactions triggered by switches.

Check Options To Spawn

Spawn Requires Valid Option

Despawn Requires No Valid Options

Component Controller

Reference to local component controller prefab with nameplate target, speakers, etc.

Unit Component Controller

Reference to local component controller prefab with nameplate target, speakers, etc.

Dependencies

  • Any interactable that will be directly interacted with needs a Collider component, so that it can be clicked on.

  • One or more Interactable Option Components must be present for any interactions to be possible.

If set to true, all interactable options must have met, in addition to the interactable prerequisites, in order to spawn.

Require a valid interactable option in addition to any . For example, quests on a questgiver, a class changer, and dialogs.

Require no valid interactable options in addition to any . For example, quests on a questgiver, a class changer, and dialogs.

Spawnable
Spawnable
Prerequisites
Preqrequisites
Preqrequisites