There are lots of different interaction types as examples but you can use them more than one need.

Some of them will improve with upcoming updates.

Also you can watch Creating New Interaction Type With Scripts Tutorial to create your own new interactions by scripting if you're into coding.

Default Animated

Default Animated interaction will be activated when gets in close with the Body type effector by it’s “Default Animated Distance” value. No angles or range will be checked. Only Default Animated Distance and Obstacle Raycast (if it is selected) will be checked.

If this interaction object is a child of Vehicle (with VehiclePartControls) and Vehicle has a parameter in its animation state with the same name, it will get true to change Vehicle’s animator’s state.

If it’s not a vehicle part, you can add an event to it’s InteractorObject to change it’s own animator’s state or set something else as you wish.

More info for Unity Events.

Manual Button

On Manual Button type, interaction objects all child targets will be checked by their effector types for the angles & range. If it is positive, the object will be activated. When it’s respective effector checks fail it will go back to deactivated state.

While being activated, IK animation and interaction will start if player input comes for that object. And on the half of the IK animation (which means the IK part is on the target, like pressing the button moment) it’s events would start. If there is a pivot object between InteractorObject and target and assigned into InteractorObject’s pivot slot, it will rotate itself to the player when interacted. See FirstButton in the example scene to see how pivot works.

Then IK animation would continue its second half of animation which means it would return to its initial position.

Manual Switch

Similar to Manual Button interaction but more customizable. An interaction object can have InteractiveSwitch component to animate itself with its own events. You can add multiple events to InteractiveSwitch and every time you use this object, it will loop these events one by one. These events also have position and rotation values for creating different button/switch animations easily. For example, one event for a button-up position and one event for the down position will make you a quick button animation. You can create more than two states to animate the object. In the example scene, the console has both examples on “OnOffButton” and “WaveTypeButton”.

Manual Rotator

Like Manual Switch, Manual Rotators have a component to animate itself. IteractiveRotator component can be added on the interaction object to rotate it constantly with mouse Y input. It also has it’s own events to start when interacted but unlike Manual Switch, it can have only one event (But it’s a list so you can add more stuff to start all together). Rotator has a direction setting and when interacted it will rotate on that axis. Since it will rotate constantly until the interaction end, the player can control this object precisely as he/she wishes with Mouse input. Gumball crank and console rotators use this component. Manual Rotator also locks the camera Y-axis when used because it is using that input.

Manual Rotators and Switches can be used with AutoMover class (on interacted IK parts). So while they are animating the object itself, AutoMover can animate the target accordingly. All examples have this feature, you can inspect their child targets to see AutoMover settings.

Manual Hit

Manual Hit is in the experimental stage and will be improved to cover all IK parts. Right now it’s just an example to show different kinds of procedural animations & interactions. And sometimes it glitches.

It is a bit more complex than other interactions because it has more stages. It works with the HitHandler component which works as a pivot object to turn itself to the player and handles hit methods.

When InteractorObject enters the player’s trigger it will start to rotate it’s HitHandler pivot object to relocate its child target (LeftHandFist in this case). It will constantly rotate itself and its child will orbit around to get the right position relative to the player.

On interaction input, it will create a new position for target based on hit settings on the HitHandler component. This new position is for pullback animation for hand and IK will move left hand bone to the new target. When reached (Animation paused), the target will move towards to its old position to create hit animation. And once it reaches to its old position, HitForce (on HitHandler) method kicks in to apply a force to InteractorObject based on the distance between target and effector positions. And also IK animation resumes at the same time to return its start position (where left hand stays before interaction).

Once updated, it will have more customization and easier use for all IK parts, so you will able to create better hit & kick interactions on objects.

Manual Force

Manual Force has two types of use; one for the player (ProtoMan example scene) and one for the truck (ProtoTruck example scene). It uses unused effector types (thighs and shoulders).

On the player, it will just create a force for its effector checked targets. So targets those who are in a good position to interact, will get the force.

On the truck, the back door won’t be able to open when InteractorObject’s children are in its effector area. So it will be blocked by obstacles. And turrets will shoot child targets when they are in their area to protect the truck. And missed ones will start the windshield’s animation to close it for more protection. It’s just an example to show Interactor’s use cases on non-human players. It could work as sensors to create awareness of surrounding objects. Of course, it’s up to you, you can even use it for different needs.

Touch Vertical

When the Touch Vertical type interaction object enters the trigger, it will be checked by a raycast in every 10 frames to check if the object or the wall is in a good position to interact. Raycast settings are on InteractorObject. Once raycast hit is in a good position for that effector, the interaction will start after the cooldown timer ends.

And it will continue to raycasting in every fixed update frame to move target with raycast hit. If raycast hits an out of range position or not that interaction object, the interaction will end.

Touch HorizontalUp

Touch Horizontal Up works pretty similar to Vertical one except it will raycast to upward direction with a forward offset to detect wall edge earlier.

Touch Still

Touch Still is quite simple, if InteractorObject’s child target is in a good position for its effector (selected effector type), then it will start interaction as long as it stays in a good position. Once it’s out, then the interaction will end itself.

Touch interactions are fully automatic and need no player input.

Distance Crosshair

Distance interaction objects will enter Interactor’s object list (sphere trigger) when the crosshair is on them. There is a camera raycast to detect them and that raycast’s distance can be set on Interactor > Raycast Distance.

There is no effector check for distance or angles. And they will be useable once selected on UI and used with a mouse click. They use different input keys because this way players can use them without conflicting themselves. For example, you can use truck doors while holding pick up items or driving the tricycle.

Climbable Ladder

Climbable is one of the complex interactions. It uses four effectors at once and they constantly change their targets when closer one exists. PlayerController controls the player’s climbing state and changes the input to move the player up instead of forward while locking side movements.

Controller gets start and end positions from Interactor. Interactor calculates them from the lowest and the highest target positions for feet type effector targets. Also, it helps to relocate the player when climbing starts. You can see gizmo lines on the top and the bottom of the ladder when interacted to start climbing. Those positions are transferred to PlayerController.

Climbing is a good example to show all hands & feet effectors in use. And it can be used for rock climbing, moving between cracks, etc. It will be improved with updates to create these kinds of interactions easier and with more freedom.

Multiple Cockpit

Multiple Cockpit uses all five of effectors at once. In its roots it’s a basic enter vehicle interaction and interaction starts with body effector. Once the body target is in a good position for body effector, the object will enter the interactable state. And player input starts all effector’s interactions at once. Also, player transform gets a sit parent to move with it. Player inputs are disabled and vehicle inputs get activated with this interaction. All these handled by PlayerController. There are two examples (truck and tricycle) at the ProtoMan example scene.

Self Interactions

To create self interactions, you’ll need an empty gameobject attached to the player (spline bones would be better since they move with player idle animation accordingly). On that gameobject, add InteractorObject and as many as child targets to create self interactions. There should be a PathMover component on targets to create its animation (tween). Self interaction will get PathMover’s odd’s and select randomly to start that interaction according to its possibility (Only when the player is idle, checked on PlayerState singleton on the scene). Selected and started interaction will start its PathMover points. See examples on the player at example scene.

Pickable OneHand

The one-handed pickable system offers remarkable flexibility, providing numerous customization options. Each variable is accompanied by tooltips for easy understanding, and a comprehensive tutorial video is available with selectable sections, covering everything you need to know.

Pickable One also features a smart Procedural Bezier system designed for use when interacting with pickable objects. When altering hold positions or transitioning to drop/throw positions, hands will seamlessly adjust their positions in conjunction with the objects. However, a potential issue arises when the direct path between these positions passes through the body, resulting in an undesirable visual.

To address this, the system ensures a natural path by employing procedural beziers instead of a direct interpolation between two points. The system assesses whether these two points intersect with the shoulder lines (from top view, shoulder to shoulder; from side view over the shoulder to forward). If an intersection is detected, bezier curves are generated based on the arm length and specified bezier multipliers.

The default values for Bezier Multipliers (1f, 1f, 1f) are optimal. Nevertheless, users have the flexibility to fine-tune these multipliers to enhance curve heights for each axis, aligned with the player's direction. All you need to adjust proper min and max values for the shoulder area and the system will take care of the rest. When you enable debug option on PickableOne settigns, you'll see those shoulder lines and min & max values around the player when you change hold points.

With and without Procedural Beziers

These Min Max will affect the shoulder lines; therefore, they will influence the activation of Procedural Beziers.

Shoulder X Min Max: The red line extends from the left Player to the right Player, typically spanning from shoulder to shoulder. When you alter your position, a new red line, often perpendicular to the original, is generated. This line illustrates the direct path between the position changes. If this new line intersects the shoulder X line, it signifies that the direct path will pass through the body, activating a bezier curve on the X-axis. The minimum value is the distance between the actual shoulder (upper arm) and your player's head, and it must be negative. The maximum value is the length of the line on the hand side and must be positive. By increasing the value, you activate the bezier curve when the object moves to the side of your body. Therefore, a longer length increases the likelihood that your side movement will trigger bezier curves on X axis.

Shoulder Z Max: The blue line goes from behind of the player to front of the player. It activates bezier curves on Y and Z axes when two points cross this line (from side view plane). Z Max value should be lenght of your frontal body. So when you change hold position up to down (or vice versa), it will intersect with this line and activate curves to go around them.

Shoulder Y Min Max: Each line (red and blue) has two pairs to display the Min and Max values on the Y-axis. The Min value defines the extent to which you want to utilize the area behind the shoulder. It represents the height difference between your shoulder (upper arm) and the designated area behind the shoulder, allowing your hand to reach behind the shoulder above the body. This value must be negative. On the other hand, the Max value is the positive difference in height between your shoulder and the precise point where your shoulder top ends. This positive value determines the upper limit of the shoulder.

Pickable TwoHands

TwoHands interaction type is a bit old and will be refactored with more flexible and easy system like OneHand system on v1.0. Currently system checks both hand targets if they're in effector rules and becomes interactable when both hands are green. Then Interactor picks the object and moves it to given player relative position. OrbitalReach doesn't work with TwoHands but you can use AnimAssist animations with it (like crouching).

Push Pull

Pushing (Pull is not ready yet) is similar to pick ups. It waits for both hand effectors to get in position to activate and when used with input, it will start both hand IK animations. Hand animations pause on the object and the object will be a child of the player to move with it. Also, BasicInput component gets the pushing state from PlayerState singleton and decreases the forward movement amount by half. That makes player movement slower to create the impression of pushing or pulling an object.

Once this interaction done with upcoming updates, it will also affect body (and maybe feet) to create a more realistic pushing pose for player.