Skip to content

02 — World Pickups + Interactables (Inventory Integration Context)


Goal

Show the real world-pickup flow and how pickup consumption can route into Inventory when an Inventory-backed setup is present.


What This Scene Demonstrates

This scene demonstrates the world-pickup runtime flow in an Inventory integration context:

runtime catalog → selected prefab/effect → spawned TriggerPickup → authority/filter checks → effect consume → Inventory update (when configured)

The pickup system owns the interaction and consume flow.

When Inventory is present, the selected effect or interactable behaviour routes the result into an Inventory container.

The panel prepares and explains the setup. It does not directly apply effects and it does not fake successful consumption.


What To Look For

Read the panel through three tabs, then observe the Inventory result:

Runtime

  • Choose a PickupEffect from the runtime effect catalog
  • Choose a world pickup prefab from the runtime prefab catalog
  • Use Search to filter larger catalogs
  • Confirm the selected Effect and Prefab before spawning

Spawn

  • Set the Spawn Position
  • Choose Destroy On Use
  • Set Required Tag if needed
  • Review whether the prefab already has an authored effect
  • Spawn the selected world pickup into the scene

Runtime Consumption (Scene)

  • Enter the spawned trigger with an allowed actor
  • TriggerPickup evaluates authority, layer, tag, and trigger rules
  • The configured effect or interactable behaviour runs
  • If the effect routes into Inventory, the container updates

Inventory Observation (Support Panel)

  • Use the Inventory Quickstart panel to observe container state
  • Confirm item grants after successful pickup consumption

Sample Scope

This scene covers:

  • Runtime catalog selection for PickupEffect assets
  • Runtime catalog selection for world pickup prefabs
  • Spawning a world pickup prefab during Play Mode
  • Ensuring a spawned object has TriggerPickup
  • Assigning the selected effect only when the prefab has no authored effect
  • Applying destroy, layer, and tag settings
  • Testing the real scene-trigger consume path
  • Routing pickup results into Inventory when an Inventory-backed setup is present

This scene does NOT cover:

  • Direct effect application from the panel
  • Decorator-chain inspection
  • Inventory system internals or data modelling
  • Crafting or other system integrations
  • Save/load or persistence
  • Production spawning or pooling rules

Authority Note

This scene may include a permissive sample authority setup for demonstration purposes. Production projects should enforce their own authority rules.


Networking Reminder

No networking is included in this sample. Multiplayer integration (Mirror, NGO, Photon, etc.) is the developer’s responsibility.


How To Use

  1. Enter Play Mode

  2. Review the Authority message

  3. If no IPickupAuthority is found, the scene uses the local single-player default

  4. If PickupAuthorityBinder is present and allows pickup consumes, enter a spawned trigger to test the consume path
  5. If PickupAuthorityBinder blocks pickup consumes, enable the demo authority setting or use your real authority binder

  6. Open the Runtime tab

  7. Select an Effect from the runtime effect catalog

  8. Select a World Prefab from the runtime world prefab catalog
  9. Confirm Current Effect and Current Prefab

  10. Open the Spawn tab

  11. Set Spawn Position

  12. Set Destroy On Use
  13. Set Required Tag if needed
  14. Click Spawn World Pickup

  15. Test the pickup in the scene

  16. Move the Player into the spawned trigger

  17. Observe pickup consumption
  18. Observe Inventory updating through the Inventory Quickstart panel

Failure Behaviour

Failures come from setup requirements or the real runtime consume path:

  • No runtime effects configured Meaning: runtimeEffects is empty Fix: populate runtimeEffects in the Inspector

  • No runtime world prefabs configured Meaning: runtimeWorldPrefabs is empty Fix: populate runtimeWorldPrefabs in the Inspector

  • No world prefab selected Meaning: Spawn has no prefab to instantiate Fix: go to Runtime and choose a World Prefab

  • Prefab has no authored TriggerPickup effect and no selected Effect Meaning: Spawn can create the object, but consume may do nothing until an effect is assigned Fix: select an Effect or author an effect directly on the prefab

  • PickupAuthorityBinder blocks consumes Meaning: authority denied pickup consumption Fix: enable the demo authority setting, replace the binder, or use an actor that has authority

  • Required Tag blocks the actor Meaning: the entering actor does not match the configured tag requirement Fix: clear Required Tag or use an actor with the required tag

  • Layer filtering blocks the actor Meaning: the actor layer is not allowed by allowedLayers Fix: update allowedLayers in the Inspector or use an actor on an allowed layer

  • Trigger does not fire Meaning: trigger/collider/relay setup is missing or incorrect Fix: fix the prefab trigger setup instead of relying on the panel fallback


Behind The Scenes

This scene uses:

  • PickupEffect
  • TriggerPickup
  • TriggerRelay3D
  • PickupAuthority.Resolve(...)
  • IPickupAuthority
  • PickupAuthorityBinder
  • Inventory integration bridge components (on pickup/interactable prefabs)

Key Takeaway

Pickups own the world interaction and consume flow.

When Inventory is present, pickup behaviour can route results into Inventory without changing the pickup system itself.

The panel prepares the setup. The trigger path proves the behaviour.