FPS ENGINE DOCUMENTATION
  • Welcome to FPS Engine!
  • BEFORE WE START
    • Early Considerations
    • List of Tutorials
    • List of Add-Ons & Compatible Packages
  • GETTING STARTED
    • 01. Basic set-up
    • 02. Roadmap
  • CONTENT
    • 03. Content
      • 03.1 CAMERA
        • MoveCamera
        • CameraFOVManager
      • 03.2 MOVEMENT
        • PlayerMovement
      • 03.3 PLAYER
        • PlayerStats
        • PlayerMultipliers
        • PLAYER STATES
          • PlayerStates
          • PlayerBaseState
          • PlayerStateFactory
        • WEAPON STATES
          • WeaponStates
          • WeaponBaseState
          • WeaponStateFactory
        • Player Debugging
      • 03.4 WEAPONS
        • Weapon_SO
        • WeaponIdentification
        • WeaponController
        • Bullet
        • ATTACHMENTS
          • Attachment.cs
            • Barrel.cs
            • Flashlight.cs
            • Magazine.cs
            • Scope.cs
            • Stock.cs
            • Laser.cs
            • Grip.cs
          • AttachmentIdentifier_SO.cs
      • 03.5 PICK UP SYSTEM
        • InteractManager
        • Interactable
        • Item_SO
        • Identifiable
        • Pickeable
          • WeaponPickeable
          • BulletsPickeable
          • AttachmentPickeable
      • 03.6 ENEMIES
        • IDamageable
        • EnemyHealth
        • TrainingTarget
        • CIrcularTargetEnemy
        • Turret
        • TurretProjectile
      • 03.7 EFFECTS
        • CameraEffects
        • CamShake
        • CrouchTilt
        • JumpMotion
        • ProceduralShot
        • ProceduralShot_SO
        • WeaponEffects
        • WeaponSway
      • 03.8 UI
        • CowsinsButton
        • Crosshair
        • CrosshairShape
        • Hitmarker
        • UIController
        • UIEvents
        • RebindUI
      • 03.8 EXTRA
        • Checkpoint
        • Coin
        • Compass
        • CompassElement
        • Destructible
        • Crate
        • ExplosiveBarrel
        • PowerUp
        • DamageMultiplier
        • HealMultiplierPowerUp
        • Healthpack
        • DoorInteractable
        • Experience
        • GetGameInformation
        • HurtTrigger
        • JumpPad
        • Lootbox
        • PauseMenu
        • PointCapture
        • Trigger
        • DraggableButtonInSceneView
        • UTILITIES
          • DestroyMe
          • IgnoreCollision
          • LookAt
          • CowsinsUtilities
      • 03.09 MANAGERS
        • CoinManager
        • ExperienceManager
        • GameSettingsManager
        • InputManager
        • SoundManager
        • PoolManager
  • HOW TO USE
    • Getting Started: First Steps
    • Importing FPS Engine into URP / HDRP
    • Add a Player Controller
    • Adding New Weapons
    • Saving & Loading Presets
    • Changing Keybindings
    • Creating New Pickeables
    • Controllable & Not Controllable Player
    • Adding New Surfaces ( Grounds )
    • Working with Attachments
    • Modify Weapon and Camera Effects
    • Adding Custom Key Rebinds
    • Add breakable (Destructible) objects
    • Custom Shot Weapons
    • Adding Enemies
  • FAQ
    • FAQ
  • SUPPORT
    • Support
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  • REFERENCES
  • INTERACTION
  • EVENTS
  • InteractManagerEditor.cs
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  1. CONTENT
  2. 03. Content
  3. 03.5 PICK UP SYSTEM

InteractManager

Previous03.5 PICK UP SYSTEMNextInteractable

Last updated 8 months ago

Allows the interaction between interactable objects and the player. To set up custom Interactable objects or learning more about them, please check

This component can be found on the Player object.

REFERENCES

  • mask: Bitmask that defines the interactable layer

  • weaponGenericPickeable: Attach the generic weapon pickeable object here

  • attachmentsGenericPickeable: Attach the generic attachment pickeable object here

INTERACTION

  • detectInteractionDistance: Distance from the player to detect interactable objects

  • progressRequiredToInteract: How much time player has to hold the interact button in order to successfully interact

  • interactInterval: Adjust the interaction interval, the lower, the faster you will be able to interact

  • Duplicate Weapon Adds Bullets: If true, when picking up a weapon that already exists in your inventory, you will add bullets instead of the weapon. ( Introduced in 1.3 )

  • canDrop: Enables and disables the Player´s ability to drop the weapons

    • droppingDistance: Distance from the player where the pickeable will be instantiated

  • canInspect: If true, the player will be able to inspect the current weapon.

    • realtimeAttachmentsCustomizationOnly: Allows the player to equip and unequip attachments while inspecting. It also displays a custom UI for that.

      • displayCurrentAttachmentsOnly: When inspecting, display current attachments only. Otherwise you will be able to see all compatible attachments through the UI.

EVENTS

  • events


InteractManagerEditor.cs

Renders the InteractManagerREFERENCES Custom Inspector

Interactable.cs