Allows grabbing and holding an object in hand of the object. Once you stop holding the object, it will fly back to its position. A great way of adding some extra interactivity to your scene, without other meaningful purpose.
Also: the object will be dropped and returned to the starting point once you call Break.
Behavior
When In is called, makes the object grabbable. Out is called instantly.
Calling Break will stop the node and, if no other nodes require the objects to be grabbable, the will become be dropped from hands
This node uses part of Filtered List functions, except it doesn’t have a slot.
This node is Filtered List node. It is similar to Selection nodes, but does not have selection amount parameter. The Selection Mode is used to set objects that can be grabbed. For object to be eligible for grabbing, it has to have a Rigidbody.
There is always a Target Slot parameter - this can be any collider that has Is Trigger checked. It is recommended to add some visual indication for the slot (outline of an object, ghost, transparent zone, etc). Slot’s GameObject can be disabled, the node will enable it when needed.
The way grabbing system works is that every grabbable object has a list of Requesters, that is, objects that need this item to be grabbable. It can be a slot, trigger or the object itself (in case of free grab). Every time a slot node is called - it adds itself to the list of requesters for the object. Any object can be grabbed as long as the amount of requesters for it is higher than 0. The moment this stops being the case (for example - all slots are slotted) user will drop the item if it is in their hands and it stops being grabbable
Usages
Allows to specify a list of objects that can be grabbed and held in hand.
States
Busy while objects are grabbable
Notes
Don’t forget to call Break once the object grab is no longer needed