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Interactable Component

Add Component > PlayMaker > Interactable

The Interactable component marks a GameObject as something the Interactables system can detect and use.

Interactable Example

Use it to describe:

  • what kind of interaction this is
  • which GameObject should receive the interaction events
  • when the interaction is valid
  • whether the actor must activate it explicitly
  • whether the actor should dock or align to a transform when the interaction starts

Typical Setup

For most objects, this is the basic workflow:

  1. Add the Interactable component to the target object.
  2. Make sure the object has a Collider, or a resolvable Collider in its hierarchy.
  3. Set Name to describe the interaction, such as Door, Seat, Climb, or Use.
  4. Leave Target GameObject empty unless another GameObject should receive the events.
  5. Set the interaction range and any approach or facing rules.
  6. Enable Needs Activation if the player must press a button to trigger it.

Scene Gizmos

In the Scene view, gizmos visualize settings such as interaction distance and approach angle on the Interactable. This makes it easier to see how options like Measurement Space, Measurement Axis, and Invert Approach change the valid interaction area.

Radial Distance 3

Radial Distance 3

Radial Distance 3

Radial Distance 3

Radial Distance 3

Radial Distance 3

Inspector Reference

Interaction

Field Description
Enabled Turns the Interactable on or off for the system.
Name The interaction name sent through the system, such as Generic, Climb, or Use.
Target GameObject Optional object that receives the interaction events. If empty, the Interactable's own GameObject is used.
Interaction Direction The authored direction used for approach and facing checks. Forward is common in 3D scenes, while Right or Up can work better in side-view or top-down setups.
Needs Activation If enabled, the interaction only fires after an activation input is sent.
ID Optional activation identifier such as Use or AltUse. Leave it empty to accept any activation input.
Priority Higher values win when more than one valid Interactable is available.

Range

Field Description
Inside Trigger Optional trigger the actor must be inside before the Interactable becomes valid. Use a Box, Sphere, or Capsule trigger.
Distance From Transform measures from the Interactable transform. Collider measures from the closest collider point, which is useful for larger shapes such as ladders.
Distance Mode Radial uses minimum and maximum distance. Box uses per-axis limits.
Min Interaction Distance Minimum valid distance in radial mode. Values 0 or less disable the local minimum.
Max Interaction Distance Maximum valid distance in radial mode. Values 0 or less disable the local maximum.
Max Distance Per-axis limit used in box mode.
Measurement Space Chooses whether measurements are evaluated in world space or relative to the Interactable's local orientation.
Measurement Axis Limits measurement to specific axes when needed.

Approach

Field Description
Require Approach Requires the actor to stand on the authored side of the interaction.
Max Approach Angle Controls how wide the valid approach area is. Smaller values are stricter.
Invert Approach Flips the authored approach direction if the gizmo or valid side points the wrong way.

This is useful for interactions that should only work from one side, such as entering a chair from the front or using a control panel while standing in front of it.

Facing

Field Description
Require Facing Requires the actor to face the interaction target.
Facing Tolerance Allowed angle away from exact look-at. Larger values are more forgiving.
Require Raycast Hit Requires the actor's forward ray to hit this Interactable before it becomes valid.

Use these settings when you want the player to deliberately look at the object before interacting.

Docking

Field Description
Interaction Alignment Controls whether activation applies docking.
Docking Transform Optional transform used for snap alignment. If empty, the Interactable transform is used.
Dock Position Moves the actor to the docking position.
Position Axis Limits position docking to selected axes.
Dock Rotation Rotates the actor to match the docking transform.
Undocking Transform Optional transform used when leaving the interaction.

Docking is helpful for interactions where the actor should line up precisely, such as sitting in a chair, entering a vehicle, or snapping to a control panel.

Choosing Good Settings

Small objects

For buttons, pickups, and small props:

  • use Transform distance
  • keep the max distance fairly small
  • optionally require facing or raycast hit for precision

Large or extended objects

For ladders, benches, counters, or long interaction volumes:

  • use Collider distance
  • consider Box distance mode for tighter positional control
  • use an Inside Trigger if the actor must stand in a specific region

Example: Button

For a wall button:

  1. Add an Interactable to the button object.
  2. Set Name to Use.
  3. Enable Needs Activation and set the ID to Use.
  4. Enable Require Facing.
  5. Optionally enable Require Raycast Hit for a more deliberate first-person interaction.
  6. In the FSM on the target object, handle OnInteract.

Example: Ladder

For a ladder:

  1. Add an Interactable to the ladder root.
  2. Make sure the ladder has a Collider that covers the climbable area.
  3. Set Name to Climb.
  4. Consider using Collider for Distance From.
  5. Set range values that match the playable climb area.
  6. Add approach rules if the ladder should only be entered from one side.