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Flow Interaction

Building an Interactable

Create a Target that can be focused and used by a Flow Interaction Owner.

Audience
Gameplay designers and developers
Time
15 minutes
Requires
A Flow Player or GameObject with Flow Interaction Owner
Modules
Flow Interaction
On this page

Create a simple object that displays focus feedback and logs a visible result when the current Owner requests interaction. This workflow verifies scanning, selection, Focus, Blur, and Interact before connecting inventory or quest logic.

What you will build

A player approaches a console. The console becomes the current Target, its prompt appears, and an interaction request runs target-side graph logic.

Create the Target

  1. Use GameObject > Flow Core > Flow Interaction Target.
  2. Name the object Test Console.
  3. Position it within reach of the actor.
  4. Keep Can Interact enabled.
  5. Set a Target radius appropriate for the object’s size.
  6. Place the local interaction point where the player expects to use the console.
Image 04_07_01Screenshot production note

此处插图应该是 Test Console 的 Scene Gizmo 与 Flow Interaction Target Inspector 截图;显示 Target Radius、Position Offset、Can Interact 和 Priority,并框选实际交互点。

Confirm the Owner

Use a Flow Player, or add and configure Flow Interaction Owner on the actor. For the first test:

  1. Set an Owner radius that overlaps the console’s Target radius.
  2. Use Nearest selection for a forgiving test, or Forward when facing should matter.
  3. Keep Owner interaction enabled.
  4. Enter Play Mode and inspect candidate count or current target while approaching.

If no candidate appears, enlarge the debug ranges temporarily and verify both components are enabled before changing graph logic.

Add focus feedback

Assign an optional world-space Canvas and CanvasGroup to the Target. Either enable automatic Canvas visibility or use target-side Focus and Blur routes to show and hide it.

Image 04_07_02Screenshot production note

此处插图应该是 Target 获得 Focus 前后世界空间提示 Canvas 的对比截图;同时显示 Owner 当前 Target 字段,并标出 Focus 时 CanvasGroup Alpha 的变化。

Focus feedback should explain that the object is selected. It should not add the item, open the menu, or apply gameplay consequences yet.

Request interaction

From the actor’s input or test graph:

  1. Add a Trigger or Entry you can activate.
  2. Add an Action with Flow Interaction Owner Interact from Interaction/Owner.
  3. Resolve the intended Owner.
  4. On the Target’s Interact event route, add a visible diagnostic such as a log or simple object change.
  5. Enter Play Mode, focus the console, and request interaction.
Image 04_07_03Screenshot production note

此处插图应该是 Owner 请求 Interact 与 Target Interact 事件图的并排截图;左侧显示 Flow Interaction Owner Interact 指令,右侧显示 Target-side Interact 链及可见结果,并用箭头表示事件顺序。

Verify the result

After this works, replace the diagnostic result with the real responsibility: open a crafting panel, start dialogue, play a pickup Gesture, modify inventory, or invoke another supported system.

Common Mistakes

SymptomCheck
The Owner has no candidatesConfirm Owner and Target radii overlap and both components can interact.
The wrong object winsCompare selection mode, distance, facing, and Target priority.
Focus appears but Interact does nothingConfirm an interaction request reaches the current Owner and the Target event route is configured.
Gameplay runs during FocusMove the gameplay consequence to Interact; keep Focus for selection feedback.
A scripted target is ignoredUse Explicit mode and set the Owner target through the supported Instruction.

What You Built

You separated actor intent from object response, made candidate selection observable, and verified the full focus-to-interact lifecycle before adding project-specific consequences.