I went over to draw.io and created a diagram of a basic grabbing system that uses tags to differentiate between grabbable and non-grabbable actors.
6 Likes
Great job @SandVampire
I am going with your flow, and maybe add a few extra things later on.
- When grab something, it could move fastly (lerp) to a fixed (childed) position in front of the player.
- Expose the grab hange (ray max range)
- Create some sort of Outline effect (probably using a Shader)
- Display the name of the object in the UI when hovering it
2 Likes
I think it may look like this:
Every small item should be grabbable. It should have a component with rules of grabbing things.
4 Likes
Great discussion guys!