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Enable Slot

Enables grabbing of specified objects and putting them into a Slot (slotting). Objects that are slotted are positioned and oriented by the slot.

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Note that a Slot always must have a Collider component on the object itself (not in children), and tool must have RigidBody component on the object itself (not in children).

Behavior

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Filtered List

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.

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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

For this node, once any object from list was slotted into selected colliders, the node reacts as if something was selected and calls Slotted. If Unique Flows for Each Obj are enabled, they will be called first. If a User holds 2 items that can be slotted in the same slot, and puts one of them in slot, unless the other one has other requesters, it will be dropped and returned to it’s starting position.

Parameters:

Force Pull Items: will make the slot to forcefully full the items out of your hand once you’re close. That’s the best default option, as not all grab alternatives will allow for user to release the object.

Unique Flows for Each Obj: creates unique output ports for each of the grabbable objects specified.

Usages

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States

Busy while slot is waiting for items.

Notes