Skip to content

Interaction System

The interaction layer is present in Lightforge.Common.Interactions and is built for 3D world objects that react to the player. The scan found three concrete scripts in the folder: InteractionZone, KeyOperatedZone and InventoryChest.

World interaction zone

InteractionZone drives trigger-based prompts and activation.

Key-gated logic

KeyOperatedZone blocks actions until the right inventory key is present.

Chest flow

InventoryChest opens the container and hands contents to inventory.

Feedback ready

The README mentions feedback sequencing, but the scanned source folder did not expose a separate feedback class.

  1. Add the relevant zone component to the world object.
  2. Configure the prompt and activation settings in the Inspector.
  3. Connect the reward or gated action through inventory and scene logic.

The implementation notes live under Assets/Lightforge/Common/Interactions/ and the system page at /systems/interaction-system/.

  • InteractionZone.cs
  • KeyOperatedZone.cs
  • InventoryChest.cs
  • InventoryKeyItem.cs
  • Q: Is this a UI-only interaction system?
  • A: No. It is a world interaction layer for 3D objects and triggers.
  • Use the site changelog until a module-specific changelog is added.
  • Keep the interaction rules aligned with inventory and scene flow changes.
  • Future product page placeholder until this module ships independently.
  • Use the current Unity Asset Store home link as a temporary CTA.
  • Screenshot: Interaction zone gizmo in the Scene view.
  • Screenshot: Key-gated door or chest in the Inspector.
  • GIF: Player entering the zone and receiving the prompt.
  • Video: Setup for a locked gate and an inventory key.
  • Diagram: Player input → interaction zone → key check → action.