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Quick Start

A drag and drop in 60 seconds. Three GameObjects, four components, press Play.

For the explained, step-by-step walkthrough see Your First Drag and Drop. This page is the cheat sheet.

Prerequisites: Octoputs installed and a new empty scene with a camera.


The fastest path: Quick Setup

Skip the manual steps entirely:

  1. Select the objects you want to drag (and any empty objects you want as drop slots).
  2. Right-click → Octoputs → Quick Setup... (also under Window → Jungle → Octoputs).
  3. Check each object's role (Draggable / Drop Slot), pick Direct or Physics for the drag feel, press Apply.

Quick Setup adds an Attachable Object, a collider and a Rigidbody to draggables, an Attachment Point with a trigger collider to slots, and drops a ready-made Drag Hand into the scene when it has no Attaching Agent yet. Press Play and drag with the mouse. Everything it does is one Undo step.

The same actions are available one at a time from the right-click menu (Octoputs → Make Attachable, Make Attachment Point, Drag Hand, Physical Drag Hand), and Check Scene in the window lists what is still missing.

If you use an AI assistant through MCP (MCP for Unity or Unity's AI Assistant), the octoputs_setup and octoputs_inspect tools expose the same setup: "make the crates draggable and the shelf a drop slot" is one call.

Octoputs Quick Setup
Drag and drop in one click
Select objects in the scene, choose what each one should be, and press Apply. Draggables get an Attachable Object, drop slots get an Attachment Point, and a Drag Hand is added when the scene has none so you can play right away.
Selected objects (2)
CubeDraggable1
Slot (empty)Drop Slot1
Options
Drag HandDirect2
Add Rigidbody to draggables
Add pick-up and snap feedback
Create Drag Hand if the scene has none
Apply 3Check SceneAdd Drag Hand
Quick Setup with a cube and an empty slot selected.
  1. Each selected object gets a role: Draggable, Drop Slot or Skip.
  2. Direct moves the object straight to the cursor; Physics drags it through its Rigidbody.
  3. Apply sets everything up in one Undo step.

The rest of this page is the manual version, useful for understanding what the pieces are.


1. Make three GameObjects

Name Type Purpose
Cube 3D Object → Cube The thing being grabbed
DestinationPoint Empty The slot it lands in
CursorAgent Empty The "player" driving the interaction

Move the Cube and DestinationPoint apart so you can see the snap.

Hierarchy
Untitled
Main Camera
Directional Light
Cube
DestinationPoint
CursorAgent
The three new objects next to the default camera and light.

2. Add four components

GameObject Add Component Configure
Cube Octoputs → Core → Attachable Object Defaults
DestinationPoint Octoputs → Core → Attachment Point Defaults
CursorAgent Jungle → Reactions → Detector Detection Strategy = Raycast (camera mouse ray by default) · Selection Strategy = Is Attachable
CursorAgent Octoputs → Transfer → Attaching Agent See below
Inspector
Cube
Transform
Box Collider
Attachable Object? ⇅ ⋮
Filtering
Point Filter0+
None
Drag Configuration
Transform To AttachCube (Transform)
Preferred Attachment Pivot(None)◎
AttachingAttachedDetaching
Attach Conditions0+
None
Attaching State(None)◎
On Attach Started ()
List is Empty
+−
Cube: Attachable Object with its defaults.
Inspector
DestinationPoint
Transform
Attachment Point? ⇅ ⋮
Startup
Initial AttachableNone (Attachable Object)
Filtering
Attachable Filters0+
None
AttachingAttachedDetaching
Attach Conditions0+
None
Attach CancellationRevert
Attaching ProcessProcess List
On Attach Started (AttachableObject)
List is Empty
+−
DestinationPoint: the Attaching Process already moves arriving objects onto the point.
Inspector
Detector? ⇅ ⋮
Detection
Detection Strategy1Raycast
Hit ProviderRaycast
Detection Frequency0.1
Selection Strategy2Is Attachable
Start & Stop
Processes
CursorAgent's Detector.
  1. Raycast: its default ray already runs from the main camera through the mouse.
  2. Is Attachable keeps only objects that carry an Attachable Object.

Attaching Agent settings

  • Grab Event — Mouse Button Event, Mouse Button Index 0 (left), Interaction Button Down
  • Grab Source — click its pill, pick Detector, drag the Detector on this same GameObject into the slot
  • Holding Point — create a child of CursorAgent named HoldPoint, give it an Attachment Point, drag it here (or click Create Holding Point at the top of the agent)
  • Drop Event — leave empty (toggles with the grab event)
  • Drop Destination — click its pill, pick Local Value, drag DestinationPoint into the slot
Inspector
Attaching Agent? ⇅ ⋮
Grab Trigger
Grab Event1Mouse Button Event
Mouse Button Index0
InteractionButton Down
Ignore Over UI
Grab
Grab Preparation Process(None)◎
Grab Source2CursorAgent (Detector)Detector
Instant Detach Source Attachable
Holding
Holding Point3HoldPoint (Attachment Point)
Drop Trigger
Drop Event4(None)◎
Drop Destination
Drop Destination5DestinationPoint (Attachment Point)
The Attaching Agent with the fields that matter here. Lists and processes left at their defaults are not shown.
  1. Left mouse button, on press.
  2. Grab whatever the Detector finds.
  3. The child point that carries the grabbed object.
  4. Empty, so the same click drops.
  5. Where the object lands.

3. Play

Hover the mouse on the Cube. Click — it snaps to the cursor. Click again anywhere — it snaps to the DestinationPoint.


Next steps