Values and Extensions¶
Picker entries from Octoputs. Grouped by the category the picker shows them under.
Accumulation¶
Relative Delta Accumulator¶
Adds up small rotation changes over time instead of blending toward a target.
Adds up each frame's rotation change on top of the last, instead of blending toward an absolute target. Good for trackball-style free rotation and gyroscope input.
Type: QuaternionRelativeDeltaAccumulator
Attachment¶
From Attachable¶
Looks on the GameObject; if it's an attachable object, looks on the attachment point holding it instead.
Finds the component on this GameObject; if this GameObject is an attachable object, finds it on the attachment point currently holding it instead.
Type: AttachmentPointFromAttachableStrategy
From Attachment Point¶
Looks on the GameObject; if it's an attachment point, looks on the held object instead.
Finds the component on this GameObject; if this GameObject is an attachment point, finds it on the object it's currently holding instead.
Type: AttachableFromAttachmentPointStrategy
From Held Object¶
An attachment point resolves to the object it holds; anything else resolves to itself.
Treats a slot as whatever sits in it. Use it as the lookup of a Find Related Object step so a hit on an occupied slot is handled as a hit on the held object. An empty slot, or any object that is not an attachment point, is returned unchanged.
Type: HeldObjectFromAttachmentPointStrategy
From Owning Slot¶
A slot's own child resolves to the slot; anything else resolves to itself.
Treats a part parented straight onto a slot, such as a floating hologram, as the slot itself. Use it as the lookup of a Find Related Object step so a hit on the decoration is handled as a hit on the slot. Only the direct parent counts, so an object sitting deeper in the hierarchy is returned unchanged.
Type: OwningAttachmentPointStrategy
Attachment / Agent¶
GameObject Held By Agent¶
GameObject the drag agent is currently holding.
Returns the GameObject of the object the given drag agent is currently holding in its hand. Empty (null) while the agent holds nothing. Use it to react to whatever is being carried, for example to hide the slot the held object was just taken from.
Type: GameObjectHeldByAgent
Slot Grabbed From¶
The slot the drag agent lifted its current object out of.
Returns the slot the given drag agent took its current object from. Empty (null) when the object was lying loose. Use it to stop the hand offering back the slot it just emptied.
Type: GameObjectAgentGrabbedFrom
Attachment / Point¶
GameObject Attached To Point¶
GameObject of the object held by an attachment point.
Returns the GameObject of the object currently held by a given attachment point. Pick several points to yield one object per point; empty points yield nothing.
Type: GameObjectAttachedToPoint
Transform Attached To Point¶
Transform of the object held by an attachment point.
Returns the Transform of the object currently held by a given attachment point, with a configurable transform origin.
Type: TransformAttachedToPoint
Data¶
Value From Dragged Data Storage¶
Reads data from the currently held object.
Looks up a keyed value from the DataStorageComponent on the object currently held by an attachment point.
Type: ValueFromDraggedDataStorage
Detection / XR¶
XR Interactor¶
Reports objects hovered or selected by an XR interactor.
Bridges an XR Interaction Toolkit interactor (controller ray, direct/overlap, hand-tracking) into the Detector pipeline. The interactor's hovered or selected objects appear as detected candidates; the Detector's existing filter chain still applies. Pair with the XR Interactor Select Event on an AttachingAgent to drive grab/drop from the controller's select button.
Type: XRInteractorDetectionStrategy
Events / XR¶
XR Interactor Activate¶
Fires when an XR interactor's activate button changes (trigger press / release).
Bridges an XR Interaction Toolkit interactor's activate button into a Jungle event. Useful for keeping grip as the toolkit's own grab button, while routing the trigger into Octoputs for actions like drop or swap. Pick the edge: Activated = trigger press, Deactivated = release.
Type: XRInteractorActivateEvent
XR Interactor Select¶
Fires when an XR interactor begins or ends a select (grip / pinch).
Bridges an XR Interaction Toolkit interactor's select event into a Jungle event. Pick the edge: Entered = press/pinch start, Exited = release. Wire into an AttachingAgent's Grab Event or Drop Event to drive grab/drop from XR controller input. For a press/release toggle, use one of each: Entered on Grab, Exited on Drop.
Type: XRInteractorSelectEvent
Physics¶
Elastic Band¶
Tethers the position to its start with rubber-band resistance.
Tethers the position to its initial anchor point with a rubber-band effect: free movement within range, increasing resistance beyond it, and a hard clamp at max stretch.
Type: Vector3ElasticBandModifier
Momentum¶
Adds inertia so the position drifts when the target slows or stops.
Adds weight: the position takes a moment to catch up when the target starts moving and drifts a little past it when it stops. Momentum 0 follows exactly; higher values feel heavier.
Type: Vector3MomentumModifier
Spatial¶
Barycenter¶
Weighted center of a set of GameObjects.
Returns the weighted center pose of a set of objects. Drop in a list of objects, a detector, or a container — each object contributes its position/rotation. Add a Weighted Point component to weight a contributor more or less; objects without one contribute with the default weight.
Type: BarycenterTransformDataValue
Weighted Point Pose¶
Pose of a single weighted point.
Returns the pose of one object. Drop in a single object source, such as a pick from a detector. If the object has a Weighted Point component, that component's authored pose is used; otherwise the object's own transform is. Nothing is offered while the source is empty.
Type: WeightedPointPoseValue
Spatial / Weighted Points¶
Closest Weighted Point Orientation¶
Rotation of the nearest detected weighted point relative to a reference point.
Provides the rotation of the nearest detected weighted point relative to a reference position.
Type: ClosestWeightedPointRotation
Closest Weighted Point Position¶
Position of the nearest detected weighted point relative to a reference point.
Provides the world-space position of the nearest detected weighted point relative to a reference position.
Type: ClosestWeightedPointPosition
Closest Weighted Point Weight¶
Weight of the nearest detected weighted point relative to a reference point.
Provides the weight value of the nearest detected weighted point relative to a reference position.
Type: ClosestWeightedPointWeight
Weighted Point Barycenter Orientation¶
Weighted average rotation of all detected weighted points from a source.
Blends the rotations of all detected weighted points into one, giving heavier points more pull.
Type: WeightedPointBarycenterRotation
Weighted Point Barycenter Position¶
Weighted average position of all detected weighted points from a source.
Computes the weight-averaged center of mass position across all detected weighted points.
Type: WeightedPointBarycenterPosition
Weighted Point Count¶
Number of currently detected weighted points from a source.
Returns the number of weighted points currently detected by the source detector.
Type: WeightedPointCount
Weighted Point Total Weight¶
Sum of all detected weighted-point weights from a source.
Returns the sum of all weight values across every weighted point currently detected by the source.
Type: WeightedPointTotalWeight
General¶
GameObject Position¶
Provides the world position of a referenced GameObject as a pipeline destination.
Drives the pipeline toward the world position of a referenced GameObject, tracking it continuously with no finite endpoint.
Type: GameObjectPositionTarget
Move In Direction¶
Moves from a start position along a direction vector over a configurable duration.
Drives the pipeline along a direction vector from a start position over a configurable duration, with optional max-distance clamping.
Type: MoveInDirectionTarget