Interact Anything — a complete, drag-and-drop interaction system. Instant, Hold, Toggle, Push/Pull & Drag interactions, plus Examine and Grab & Throw. Fully event-driven, zero code required.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 typeAn 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 interactRaycast Interactor — first-person, casts from the cameraCursor Interactor — point-and-click, top-down/RTS-readyRadius Interactor — proximity-based, no aiming requiredSwitch between them at runtime with the included Interaction Mode Switcher, or drive a "nearby items" HUD independently with the standalone Nearby Interactables ScannerSix interaction types cover almost anything you'll needInstant 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 eventsHinge Rotator — single-axis rotation with open/closed angles, detents (locked angles), and Path Events that fire at specific rotation pointsTransform Mover — the straight-line counterpart, for sliding doors and drawersToggle Object Group, Pickup On Complete, Interaction Highlight — common patterns, ready to wireExamine System includedLet 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 includedPhysics-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, handledAn 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 helpsCustom 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 inputEvery 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 casesFully event-driven — extend with your own scripts anytimeOne consistent system instead of a different script per interaction typeComprehensive included documentation covering every component and settingBuilt for Unity 6+, actively maintainedRequirements & 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.Interactor types included: Raycast, Cursor, Radius (+ standalone Nearby Interactables Scanner)Interaction types included: Instant, Hold, Toggle, Hold+Toggle, Push/Pull, DragUtility components included: Hinge Rotator, Transform Mover, Toggle Object Group, Pickup On Complete, Interaction HighlightFeature systems included: Examine / Inspect View, Grab & Carry & Throw (physics-based)UI components included: Interaction Prompt UI, Radius Finder UIEditor tooling: Custom Inspectors, Scene-view Gizmos with mesh-based ghost previews, live Play-mode debug viewInput: 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 useUnity version: Unity 6+Render pipeline: Built-in, URP, HDRP compatibleDocumentation: Full included manual covering setup, every component, every event, and troubleshootingDemo scene: IncludedPlatform: All platforms supported by Unity's Input SystemDevelopment & AI DisclosureModern AI-assisted productivity tools (LLM pair-programming and text editing) were utilized during development to assist with initial code boilerplate drafting, syntax verification, and documentation formatting. All system architecture, runtime logic, custom UI Toolkit editors, visual gizmos, and performance profiling were designed, authored, refactored, and thoroughly tested in Unity 6 by human developers.




