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:
- Select the objects you want to drag (and any empty objects you want as drop slots).
- Right-click → Octoputs → Quick Setup... (also under Window → Jungle → Octoputs).
- 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.
- Each selected object gets a role: Draggable, Drop Slot or Skip.
- Direct moves the object straight to the cursor; Physics drags it through its Rigidbody.
- 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.
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 |
- Raycast: its default ray already runs from the main camera through the mouse.
- 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
- Left mouse button, on press.
- Grab whatever the Detector finds.
- The child point that carries the grabbed object.
- Empty, so the same click drops.
- 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¶
- The full guided version with explanations: Your First Drag and Drop
- Filter which objects can land where: Tag-Based Filtering
- Change how movement feels (spring, snap, ease): Transform Operations
- Automate the whole grab → hold → drop cycle: AttachingAgent Workflow