Interaction Kit is an innovative and powerful system to handle practically any kind of interaction in your games. It is possible to build interactions with the kind of depth you’d see in popular RPG games. Anything from simple door triggers, switches, complex quests or even non-linear conditional speech can be built with InteractionKit’s incredibly easy to use visual logic system. The UI is powered by a very flexible editor that allows you to customise the placement, appearance and effects of your interface.
Interaction Kit has everything you need to make any GameObject interactive in a matter of minutes! The friendly editor allows you to choose from 8 RayCasting techniques that cover the majority of game genres as well as offering unprecedented control over collisions via a mix of layers and game tags!
Finally, the real power comes from the Interact editor which allows you to easily create conditional events just by pointing and clicking the mouse. Each event can trigger a wide array of built-in actions and you can even trigger external scripts! Maybe you want to create an interaction on a door, but only have it open if you acquire the key? Perhaps you want to build a conversation with an NPC that is different depending on the progress the player has made? All of this and more is possible with InteractionKit, the all in one power house of developing interactions!
Features
Make any GameObject interactive!
Powerful, easy to use editors!
Easily build Conditional Events for any interaction!
Events can trigger a wide array of Built-in actions!
Actions can call external scripts!
8 Customizable Detection Modes to cover most games!
Setup obstacles based on Physics Layers and Game Tags!
Easily Customizable UI!
Supports both the new and default Unity Input System!
Custom Event Actions for LDC Plugin!
All 4 Tech Demos Included!
Detailed PDF manual!
FULL source (No DLLs!)
Introduction Video
Find out more about InteractionKit in this short video:
Promo Images
Find out more about InteractionKit in this short video:
As suggested by Cartoon-Mania, I’ve already got the internal algorithms working for mouse hover / click interactions, I’m going to make a new tech demo for that too and update the plugin in the next few days!
2 New Detection Modes: “Mouse Raycast 2D” and “Mouse Raycast 3D”. This is great for point and click style games! (Thanks to @Cartoon-Mania for suggesting the idea! ).
Audio improvements, quick audio fade-ins with a second audio source for transition audio.
Fixed a bug where a custom icon would sometimes not appear.
BTW: A big thank you to everyone who has purchased Interaction Kit already! If you’ve found it useful please give it a good rating in the asset store as that helps to bring in new users which helps me to keep adding cool new updates. It’s a positive cycle!
Thank you for your prompt response. I would like to make another suggestion. It is a little complicated. Let’s say that I selected training in the pie menu. There are several treadmills in the game. Treadmills differ in price. And there is a treadmill already in use. The character chooses a treadmill that no one else uses. Then choose a high-priced treadmill and exercise. It is an example of the Sims I said.
If such a feature is added, I will buy it immediately.
Interaction Kit can facilitate all of that but it can’t build all elements of your game I’m afraid.
Generally speaking, interactions happen at the object level. So for example, Interaction Kit can make your treadmill interactive ( or any other object ). When you click on your treadmill, Interaction Kit can then figure out which treadmills are available based on the conditional events that you build and tell your pie selector what to display using that workflow. During that process it’s up to you to build the rest of your game’s mechanics.
Interaction Kit can act as a great framework to make all of your objects interactive and to also help separate what should happen with it’s easy to use conditional events.
However, in the Interaction Kit workflow, it would make more sense for the treadmill to show options for which of your other sims can use it, rather than showing other treadmills. What you’re trying to do doesn’t sound like it’s on the Interaction object level but rather a system wide level, so that specific action is probably better served with a custom script.
Good news everyone, InteractionKit v1.5 is now available on my site and is waiting for approval on the Asset Store! There’s lots of cool new features so let’s explore what’s new:
Every Interact component now has 10 local integer variables that you can use instead of PlayerPrefs to handle conditional events. This means that setting up NPC dialogs and simple scene-based conditions is WAY EASIER and you can even look at the values in the Editor while the game is playing to more easily see what’s going on!
This means you can build conditional events like this:
As you can see, Local Variables can be used in pretty much the same way as PlayerPrefs!
Local Variables Actions!
We’ve also expanded the interaction actions section to allow editing local variables! You can set, add, subtract of even randomize local variables like this:
As you can see, local variables are a super easy way of setting up conditional events without saving data between levels. This gives you an easy way to keep scene data and global data separate!
… But there’s more!
Unity Event Actions!
In addition to the SendMessage actions, Unity Events are now implemented to allow you to connect to other scripts using Unity’s built-in Event system!
I’d like to thank everyone who has purchased Interaction Kit already! If you’ve found it useful please give it a good rating in the asset store as that helps to bring in new users which helps me to keep adding cool new updates like this. It’s a positive cycle!
Again great job! These new features look quite handy. To get the best out of it, newbies like me still would need some in-depth video Tutos, also and especially covering SendMessage and Event actions (also for LDC).