Conditions and Checks¶
Picker entries from Octoputs. Grouped by the category the picker shows them under.
Attachment / Agent¶
Attaching Agent State¶
True when the agent is in a specific state.
True when the attaching agent is in a specific state: Idle (nothing in progress), Grabbing (reaching for and picking up), Holding (carrying), Dropping (placing or releasing), or Active (any of the three: the whole grab-hold-drop span). Use Active to keep something running for a full cycle; the Invert toggle turns any state into a gate.
Type: AttachingAgentStateCondition
Attachment / Filtering¶
Placement Overlap¶
True when the object's bounds do not overlap any colliders. Use for placement validation.
Checks whether the object can be placed at its current position without overlapping other colliders. Returns true when the spot is clear. Attach to drop conditions or read from scripts for visual feedback (green/red ghost).
Type: PlacementOverlapCondition
Attachment / Identity¶
Is Attachable¶
Checks if GameObject has AttachableObject component.
Checks whether the GameObject has an AttachableObject component. Can search child objects and flip the result.
Type: IsDraggableCondition
Is Attachment Point¶
Checks if GameObject has AttachmentPoint component.
Checks whether the GameObject has an AttachmentPoint component. Can search child objects and flip the result.
Type: IsAttachmentPointCondition
Is Drag Related¶
Whether the object participates in drag/drop.
Checks whether the GameObject has an AttachableObject or AttachmentPoint component, making it part of the drag and drop system.
Type: IsDragRelatedCondition
Attachment / State¶
Attachable State¶
Checks AttachableObject attachment state.
Checks whether an AttachableObject on the GameObject is attached, detached, in a hand or claw, or eligible for attachment or detachment.
Type: AttachableStateCondition
Attached Object Matches¶
Whether the held object matches a rule.
True when this point holds an object that matches the rule below (for example, has a specific tag). False if the point is empty or the held object does not match.
Type: AttachmentPointAttachedFilterCondition
Attachment Phase¶
True when the attachment point is in a specific phase.
True when the attachment point is in a specific phase: Idle (empty), Attaching (object arriving), Attached (object held), or Detaching (object leaving).
Type: AttachmentPointPhaseCondition
Attachment Point Accepts¶
Checks whether an AttachmentPoint would accept a specific attachable.
Passes when the attachment point on this object would accept the attachable you point at — its filters and conditions all agree. With Require Free Point on, the point must also be empty right now.
Type: AttachmentPointAcceptsCondition
Attachment Point Holding¶
Whether something is snapped to this point.
True when an object is attached to this point. Does not matter which object. Any attached object counts.
Type: AttachmentPointHoldingCondition
Attachment Point State¶
Checks AttachmentPoint holding state.
Checks whether an AttachmentPoint on the GameObject is currently holding an object, is empty, or can detach its held object.
Type: AttachmentPointStateCondition
Object At Point¶
Checks a specific object-to-point pairing.
True when a specific object is attached to a specific point. Good for puzzles or sorting games where you need to check if the right object is in the right place.
Type: AttachableAtPointCondition
Object Is Attached¶
Whether this object is currently attached.
True while this object is attached to an attachment point. Becomes false as soon as the object is detached.
Type: AttachableObjectIsAttachedCondition
Orchestration¶
GameObject Conditions¶
Combines GameObject conditions with AND/OR logic.
Passes when the conditions below satisfy the chosen rule: all of them (And), any one (Or), exactly one (Xor), not all (Nand) or none (Nor).
Type: CombinatoryGameObjectCondition