Interactor designed to cover all aspects of any kind of interaction, from the designing stage in the editor to handling complex interactions in runtime. It contains editor tools to simplify process of preparing a fully interactable environment. And in runtime, it handles which player parts are going to interact with which parts of the interacted object, while using its own IK to animate player bones. Comes with InteractorIK but also has one-click switch for fully integrated Final IK. You can change between those with a simple click anytime in seconds.
Interactor is in Beta stage right now and because of that, it has discounted price for early adopters.
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One Trigger to rule them all
You don’t need triggers for every interactable object. Moving triggers even cost more performance. You just need one trigger and that is on the player with Interactor. Interactor checks only the player’s trigger and those inside this trigger.
Design with style
Why only players have good looking user interfaces but not developers? Interactor’s fancy menus are optimized to not affect your editor workflow & performance. They’re not noticeable (Almost the same with regular Inspector UI) and even have zero performance effect when the cursor is not on them. Furthermore, Interactor designed that way in mind and can be used even the player or objects are not selected. All gizmos are toggleable and all effector & target settings can be done by staying in fullscreen SceneView with Interactor completely closed (Folded).
How does it work?
– Set Your Player Parts
Which parts of the player can interact? Add an “effector” for each one of them, set their possible to interact angles and ranges precisely with custom made unique gizmos. It’s a one-time setup just for the player, no need to set ranges and angles for every interaction object! Also no limitations for those, you can have setup for a 16 legged spider with each one of them has their own rules.
– Design
Place targets on any object that you want to interact with. Placement is easy! Right-click on any object in SceneView to open the target selection menu. Select your desired player part and done. Target will be spawned as a child to the object. That object is now interactable.
– Interact
When that object enters Interactor’s trigger, it will be checked by effectors for it’s type (left hand, etc.) and position. If the object has more than one target (a rock can be held by two hands for example) all targets get checked by only the same effector type (no unnecessary calculations). If they’re good to go, interaction can be started by player input.
– Animate
Interactions can be achieved without any animations (like clicking on a distant object), with animation files, with procedural animations, or both for more precise & realistic movements. On the procedural part, IK comes into play.
– Inverse Kinematics (IK)
IK handles chained bone rotations when you want to reach a point. So when you set your hand’s position & rotation to a new target, it calculates rotations for middle bones. Interactor uses Unity’s built-in IK and works like Two Bone IK system. But if you have Final IK (which is a Full Body IK system), Interactor becomes even better because it is more capable to do creative stuff. Final IK version has separate files but Interactor can be switched to any IK system with just a click. It will automatically handle the removal of unnecessary scripts for you.
Also Interactor is a great companion for the Unity Animation Rigging package (which is a bunch of new IK tools in development by Unity). It’s not integrated yet (because it is early) but you can still use it on your own.