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Interactable

Explanation

Interaction Enabled: Is this object interactable, if not, this object will be treated like a normal one.

Hold Duration: How time it takes to interact with this object. (e.g. for how many seconds should the Player hold the interact button).

Interaction Text: Interactable text (could be used as a name), shows up in the UI when looking at an object.

Description: Interactable description, shows up in the UI when looking at an object.

On Interact Callback: Unity event that will be called when a character interacts with this object.

Demo Interactables

Details on all of the included interactable types

Example Path: "PolymindGames / SurvivalTemplatePro / Samples / Buildables / Free"

Storage Spots: How many slots should this storage crate have.

Cover: Crate cover transform (used for the open/close animations.

Animate Cover: Should the cover be animated?

Animation Duration: How long should the open/close animations last.

Animation Style: Animation easing type.

Closed Rotation: The crate cover closed rotation.

Open Rotation: The crate cover open rotation.

Example Path: "PolymindGames / SurvivalTemplatePro / Samples / Buildables / Free"

Repair Duration: The time it takes to repair an item at this workbench.

Durability Property: The id of the durability property. After repairing an item the workbench will increase the value of that property for the repaired item.

Repair Audio: Repair sound to be played after successfully repairing an item.

Example Path: "PolymindGames / SurvivalTemplatePro / Samples / Buildables / Free"

Temperature Effector: Not Implemented

Cooking Spots: How many cooking spots (item slots) this campfire has.

Max Temperature Achieve Time: Not Implemented

Max Fire Radius: Not Implemented

Max Proximity Temperature: Not Implemented

Fuel Duration Mod: Multiplies the effects of any fuel added (heat and added time).

Cooked Amount Property: The property that tells the campfire how cooked an item is.

Cooked Output Property: The property that tells the campfire in what item should the cooked item transform.

Item Cook Duration: The amount of time it takes to cook an item.

Example Path: "PolymindGames / SurvivalTemplatePro / Samples / Buildables / Free"

Sleep Position Offset: Position offset for the player sleeping handler. (Where the camera will be positioned).

Sleep Position Offset: Rotation offset for the player sleeping handler. (In which direction will the camera be pointed).

Example Path: "PolymindGames / SurvivalTemplatePro / Samples / Buildables / Free"

Min Toggle Time: Toggle fire on/off cooldown.

Enable Fire Text: Interaction text for when the fire is not ignited.

Disable Fire Text: Interaction text for when the fire is ignited.

Fire FX: Fire particle effects.

Light Effect: Fire light effect component.

Fire Loop Sound: Sound that will be looping while the fire is on.

Fire Audio Volume: Looping fire audio volume.

Example Path: "PolymindGames / SurvivalTemplatePro / Samples / Buildables / Socket"

Model: The door model.

Collider: The door collider.

Open Rotation: Open rotation offset (how much should this door rotate when it opens).

Animation Speed: Open animation rotation speed.

Interaction Threshold: Open/Close door time cooldown.

Locked Animation Duration: How much time should the locked animation last.

Locked Animation Range: How much should the locked animation move the door.

Locked Random Rotation: Locked animation randomness.

Door Open: Audio to play when the door opens.

Door Locked: Audio to play when the tries to open while locked.

Examples Path: "PolymindGames / SurvivalTemplatePro / Samples / ItemPickups"

Item: Corresponding item id.

Item Count: How many items of the same type is this item going to contain.

Primary Flags: The first type of container that this item will be added to (e.g. a weapon would be added to the holster at first).

Pick Up Sound: Sound that will be played upon picking the item up.

Examples Path: "PolymindGames / SurvivalTemplatePro / Samples / Consumables"

Hunger Restore Min: The minimum amount of hunger this consumable can restore.

Hunger Restore Max: The maximum amount of hunger this consumable can restore.

Thirst Restore Min: The minimum amount of thirst this consumable can restore.

Thirst Restore Max: The maximum amount of thirst this consumable can restore.

Consume Audio: Audio that will be played after a character consumes this.

Example Path: "PolymindGames / SurvivalTemplatePro / Samples / Carriables

Definition: The corresponding carriable definition.