Interact Anything
Built-in utility components — plug straight into the events ... Examine System included ... Hinge Rotator and Transform Mover draw Scene-view gizmos with ghost previews of your open/closed ...
by MyDreamGameStudio
Price History +
- Interactor types included: Raycast, Cursor, Radius (+ standalone Nearby Interactables Scanner)
- Interaction types included: Instant, Hold, Toggle, Hold+Toggle, Push/Pull, Drag
- Utility components included: Hinge Rotator, Transform Mover, Toggle Object Group, Pickup On Complete, Interaction Highlight
- Feature systems included: Examine / Inspect View, Grab & Carry & Throw (physics-based)
- UI components included: Interaction Prompt UI, Radius Finder UI
- Editor tooling: Custom Inspectors, Scene-view Gizmos with mesh-based ghost previews, live Play-mode debug view
- Input: Centralized single-source input binding; public API for custom input sources (mobile, gamepad, third-party input packages)
- Code: 100% C#, fully event-driven via UnityEvents — no required scripting to use
- Unity version: Unity 6+
- Render pipeline: Built-in, URP, HDRP compatible
- Documentation: Full included manual covering setup, every component, every event, and troubleshooting
- Demo scene: Included
- Platform: All platforms supported by Unity's Input System
Build any interaction in minutes — no scripting required.
Interact Anything is a complete, event-driven interaction system for Unity 6+. Doors, levers, switches, drawers, pickups, valves, sliders, examinable items, throwable objects — one consistent pipeline handles all of it, wired entirely through UnityEvents in the Inspector.
One pipeline, every interaction type
An Interactor (Raycast, Cursor, or Radius-based) finds and focuses a target. An Interactable decides how it behaves — Instant, Hold, Toggle, Hold+Toggle, Push/Pull, or Drag — and fires events. You wire those events to whatever you want: a built-in utility component, your own gameplay script, UI, anything.
Choose how players interact
- Raycast Interactor — first-person, casts from the camera
- Cursor Interactor — point-and-click, top-down/RTS-ready
- Radius Interactor — proximity-based, no aiming required
- Switch between them at runtime with the included Interaction Mode Switcher, or drive a "nearby items" HUD independently with the standalone Nearby Interactables Scanner
Six interaction types cover almost anything you'll need
Instant triggers, hold-to-complete actions, toggles, hold-to-toggle, spring-loaded Push/Pull values (joysticks, valves, brake pedals), and free-form Drag (swinging doors, sliders) — each reveals only its own relevant settings and events in the Inspector.
Built-in utility components — plug straight into the events
- Hinge Rotator — single-axis rotation with open/closed angles, detents (locked angles), and Path Events that fire at specific rotation points
- Transform Mover — the straight-line counterpart, for sliding doors and drawers
- Toggle Object Group, Pickup On Complete, Interaction Highlight — common patterns, ready to wire
Examine System included
Let players pull any item into a dedicated rotate-and-inspect view. Items auto-scale to a consistent display size regardless of their real-world scale. Supports hidden secondary interactions on the examined item (a latch, a dial) that only become interactable while on display.
Grab, Carry & Throw included
Physics-based pickup — carried items still collide with the world, auto-drop if blocked, and support a chargeable throw with an optional predicted trajectory line.
Presentation, handled
An Interaction Prompt UI automatically follows whichever interactor is active and shows hold-progress bars. A Radius Finder UI pools and positions markers for every nearby interactable.
Editor tooling that actually helps
Custom inspectors show only what's relevant to your selected settings. Hinge Rotator and Transform Mover draw Scene-view gizmos with ghost previews of your open/closed states using your actual mesh, plus a draggable handle to preview angles without entering Play mode. A runtime debug view shows live interaction state for fast troubleshooting.
Centralized, swappable input
Every key/button binding lives in one place. Building for mobile, gamepad, or a custom input source? Call three public methods directly — no need to touch or duplicate the input logic.
Why developers choose Interact Anything:
- Zero code required for 90% of use cases
- Fully event-driven — extend with your own scripts anytime
- One consistent system instead of a different script per interaction type
- Comprehensive included documentation covering every component and setting
- Built for Unity 6+, actively maintained
Requirements & Compatibility:
- Unity 6.5+ Ready: Uses Unity's default Input System (com.unity.inputsystem) and UI / TextMeshPro (com.unity.ugui) out of the box—no third-party plugins required.
- Custom Input Friendly: Built with a centralized InteractionInput dispatcher—easily hook up mobile touch buttons, gamepads, or custom input managers by calling TriggerInteractPressed() / TriggerInteractReleased() directly.