Interactive Behaviors, One Click Each
Every tool on this page follows the same pattern: select an object in your scene, click Apply, and the tool adds everything the behavior needs, multiplayer networking included. If the object is missing a collider, the tool adds one. Options for each behavior live on the component the tool adds, right in the Inspector.
🎯 Where to find them
Open the Creator Dashboard, click the Project Tools tab, and choose the Interactions category. New to the tab? The Project Tools guide covers how Make tools, search, and the availability markers work.
Object Spawner
Make Object Spawner
Spawns a prefab at the selected object's location, so players can produce fresh copies of something during play: balls to kick, props to grab, items to hand out. Select the object that marks the spawn location, click Apply, then assign the prefab you want spawned on the component in the Inspector.
Physical Objects
Five tools for objects players move with their hands, feet, and body. Each one adds the collider, physics, and networking pieces it needs, so other players see the object move too.
Make Grabbable
Players can pick the object up from an adjustable distance, carry it around, and let it go. Released objects float in place where the player dropped them. If you want released objects to fall with gravity instead, use Make Throwable and turn on its Drop On Release option. The tool adds a collider if the object doesn't have one.
Make Throwable
Players can pick the object up and throw it. Throwable builds on Grabbable, so the selected object must already be Grabbable: run Make Grabbable first, then Make Throwable. Until the selection is Grabbable, the Apply button stays disabled and shows "Select a Grabbable object."
Make Kickable
Players move the object with their avatar's feet. Walk into it, and it reacts. Great for balls, cans, and anything satisfying to punt across a scene.
Make Pushable
Players push the object along surfaces by walking into it. Pushing activates with the interaction key: toggle on to start pushing, then toggle off or walk out of range to stop. Heavier feeling than Kickable, for crates and furniture and puzzle blocks.
Make Pullable
Players drag the object along surfaces in the direction behind them, the counterpart to Pushable. It activates the same way: toggle on with the interaction key to start pulling, toggle off or walk out of range to stop.
Surfaces & Volumes
Make Climbable
Turns a surface into something players can climb: walls, ladders, cliff faces, giant beanstalks. While climbing, players use W to go up, S to go down, A and D to move sideways, and Space to let go. The tool adds a collider if the object doesn't have one and organizes the object onto a dedicated Climbable layer. If your project doesn't have that layer yet, the Console will tell you where to add it (Edit > Project Settings > Tags and Layers).
Make Swimmable
Players swim through this volume with full 3D movement and no gravity, swim animation included. Add a Box, Sphere, or Mesh collider to your water object and size it to match the water before applying; the tool converts the collider into a pass-through volume (and adds a box-shaped one if none exists). Each swimmable has its own events you can wire up in the Inspector, and you can add more than one swimmable volume to the same object for layered effects.
Make Trampoline
Players who jump or fall onto this object bounce upward. Tune the bounce height in the Inspector, or turn on Randomize Height for a random bounce between your minimum and maximum on each landing. Trampolines need a solid surface for players to land on, so if the object's collider was set as pass-through, the tool sets it back to solid and lets you know in the Console.
Triggers
Triggers run your events in response to what players do. Wire any of your scene's actions to a trigger's events in the Inspector: play a sound, open a door, start a quest, show a message. All three tools convert or add a collider as needed and set up networking. If you need one object to respond to more than one thing, each trigger component has its own Required Tag and Events, and you can add a second copy of the component from the Inspector's Add Component button.
Collectables
Collectables put items into the player's Inventory, the 10-slot hotkey system from the Game Systems category. Two versions, depending on how you want pickup to feel:
Make On Interact Collectable
Players press the Interact key while nearby to pick the item up into their Inventory. The object stays solid, so it can still block the player. Use this for deliberate pickups: a key on a table, a tool on a workbench.
Make On Enter Collectable
Players pick the item up just by walking into it. The object becomes pass-through, so it won't block movement. Use this for items collected in motion, like coins, gems, and power-ups along a path.
Attachments
Attachments let players wear an accessory, or a whole set of them, on chosen parts of their avatar: a helmet, a backpack, a full costume. Setting one up is a two-tool workflow.
Select a persistent object in your scene to act as the visual indicator players walk up to, then click Apply. In the Inspector, assign your accessory prefab to the component's Accessory Prefab field. The tool sets the object up so the interaction system can detect it.
Attachment points mark where each piece sits on the avatar's body. For a single accessory worn as one piece, like a helmet, keep the attachment source selected and click Apply; the tool offers to mark the whole accessory at once. For a set with pieces on different bones, open your accessory prefab, select each piece, and click Apply on each.
After adding a point, open the prefab, move the Attachment Point to where the bone sits inside that piece (for a helmet, the base of the skull), and pick its Target Bone. Pieces without an attachment point won't attach, so every piece you want worn needs one.
Zones & Timing
Make Trigger Zone
Fires one set of events when the zone goes from empty to occupied, and another when it clears. Different from an Enter Trigger, which fires for every player who walks in: a Trigger Zone cares about the zone's overall state, which makes it right for pressure plates, capture areas, and anything that should react once when the first player arrives and once when the last one leaves. Each zone has its own Required Tag and Events, and you can add a second zone component to the same object from the Inspector's Add Component button.
Make Delayed Trigger Activation
Briefly disables a trigger's collider at scene start so its events fire only on real entries, not because something was already overlapping the trigger when the scene loaded. Use it on triggers that start with an animated object already inside them. Apply it to an object that already has a trigger on it: the tool needs an existing collider, so set up your Enter Trigger, Exit Trigger, or Trigger Zone first.
Blend Shape Control
Add Blend Shape Control
Animates a blend shape on this object's model: a smooth shape change like a face morph or an object transforming from one form to another. Blend shapes come from your 3D tool. If you don't know, they're the "shape keys" feature in Blender (blend shapes in Maya and 3ds Max), and they ride along when you export your model. The tool checks for them and explains what's missing if the model doesn't have any.
Movement
The Movement group covers ways players ride, sit on, and drive the things you build.
Add Seat
Adds a sit point to the selected object. The tool creates a small Seat child object; position and rotate it to match your visuals so the avatar sits where the chair actually is. Players sit by interacting with it, and they exit a stationary seat simply by resuming movement. Seats on Steerables use the interact key to exit instead.
🚗 Add Seat on a Steerable
Running Add Seat with a Steerable selected does something smarter: it installs a driver seat inside the steerable's assigned visual prefab, so the driver is posed on the vehicle for everyone to see. Open that prefab and move its Driver Seat child to where the driver should be. The steerable's Avatar Mode then governs the pose: Seated anchors the hips, Standing anchors the feet so you can stand the driver on a surface. If Avatar Mode was set to Hidden, the tool switches it to Seated for you, since a hidden driver defeats the purpose.
Make Rideable
Players can get on top of the object and be carried along as it moves: moving platforms, elevators, boats, drifting islands. The tool adds the networking that keeps the platform in the same place for every player, a ride detection area above the object, and a first waypoint at the object's position to start its movement path. Re-running the tool on an existing rideable is safe; it updates the setup without duplicating anything.
Make Steerable
Lets players take control and steer the object with their movement controls: vehicles, mounts, anything drivable. Place this on a persistent scene object, not on spawned objects. In the Inspector, assign your steerable's visuals to the Vehicle Visual Prefab field, plus an optional avatar-replacement visual if the player should turn into something else while driving. The tool sets the object's collider to pass-through so the interaction system can detect it; if you need a solid vehicle body for physics, add a solid collider on a child object.