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Examine System V1 - Doc
  • Examine System - Introduction
  • ⭐GETTING STARTED
    • Quick Setup
    • Detailed Setup
    • GameObject Tag Reference
  • 🔎INSPECTION POINTS
    • Adding Inspection Points
    • Inspect Points - Custom Event
    • Inspect Points - Animations
  • HDRP Setup
    • HDRP Setup
  • URP Setup
    • URP Setup
    • Deferred Rendering Note
  • ❓Support
    • FAQ
    • Disabling Hints
    • Adding Audioclips
    • Where are inputs?
    • Text Not Appearing?
    • Items Not Appearing?
    • Emission Highlighting
    • Destroy Instanced Materials
    • Where are UI's located?
    • Where is the Examine Point?
    • Using a different Character Controller
  • 🌀Development
    • Patch Notes - V1.7
    • Roadmap
  • 📧CONTACT ME
    • Contact Me
    • My Other Assets
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  • The Cardboard box lid - Inspect Point
  • The Key - Inspection Point

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  1. INSPECTION POINTS

Inspect Points - Custom Event

PreviousAdding Inspection PointsNextInspect Points - Animations

Last updated 1 year ago

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The Cardboard box lid - Inspect Point

1). These should be setup as such:

  • Tag: InspectPoint

  • Layer: InspectPointMask

  • Add: Box Collider

  • Add: ExamineInspectPoint script

Add the "InspectReveal" script to your inspect point, then add itself to the "Click Event" box by add an event with the "+" symbol. You can choose the method you'd like to run when clicking on an inspection point. See the code below which will hide the box lid and reveal the key.

     public void RevealHidden()
        {
            objectToHide.SetActive(false);
            objectToReveal.SetActive(true);
        }

The Key - Inspection Point

Do the same for the key but this time we'll run a different method, as below which will hide the key when selected and you can add custom functionality from there.

        public void PickupExample()
        {
            objectToHide.SetActive(false);
            Debug.Log("Add some additional code for when this item is collected");
        }

You can add sound effects to each of these actions by adding another event by click the + in the special interaction. Then adding the Audio Manager gameobject and then adding the ScriptableObjects audio you want to use.

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