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Agents and Transfers

Picker entries from Octoputs. Grouped by the category the picker shows them under.

Attachment

Attachable Object Command

Transfer, detach, or reattach an attachable.

Combines multiple AttachableObject operations (transfer, detach, etc.) into a single command targeting one AttachableObject. Instant operations complete immediately; timed operations keep the command alive until they finish.

Type: AttachableObjectCommand

Attachable Object Status Event

Fires on object attachment status changes.

Monitors an AttachableObject for status transitions: attach started, attached, detach started, detached. Use to react when a specific object changes its attachment state.

Type: AttachableObjectStatusEvent

Attaching Agent Command

Make an agent grab, drop, or cancel its hold.

Combines multiple AttachingAgent operations into a single command targeting one agent. Instant operations complete immediately; timed operations keep the command alive until they finish.

Type: AttachingAgentCommand

Attaching Agent Rejection Event

Fires when the agent refuses a grab or a drop.

Fires when the agent could not grab or could not drop: nothing under the cursor, a filter said no, no point accepts the object. Hook a shake, a buzz or a red flash to it. The agent's Last Rejection says why.

Type: AttachingAgentRejectionEvent

Attachment Point Command

Attach, detach, or swap objects at a point.

Combines multiple AttachmentPoint operations (attach, detach, etc.) into a single command targeting one AttachmentPoint. Instant operations complete immediately; timed operations keep the command alive until they finish.

Type: AttachmentPointCommand

Attachment Point Status Event

Fires on attachment status changes.

Monitors an AttachmentPoint for status transitions: attach started, attached, detach started, detached. Use to react when a specific point changes its holding state.

Type: AttachmentPointStatusEvent

Lifecycle / Attachment

Attaching Agent Cycle

Begin/End driven by an AttachingAgent cycle.

Picks one Attaching Agent and one of its cycles. Grabbing runs from the start of a grab to its end, Holding runs from the end of the grab to the start of the drop, Dropping runs from the start of a drop to its end, and Active covers the whole span from grab start to drop end.

Type: AttachingAgentCycleFrame

Attaching Agent Targeted Cycle

Per-target Begin/End driven by an AttachingAgent cycle.

Picks one Attaching Agent and one of its cycles. Begin and End fire with the attachable being grabbed/held/dropped, so commands can run against it directly.

Type: AttachingAgentTargetedCycleFrame

General

Attach

Attaches an attachable object to this point.

Attaches the specified attachable object to the target attachment point. If the point already holds an object, it can optionally detach it first.

Type: AttachToPointOperation

Cancel Hold

Return the held object to where it was picked up.

Cancels what the agent is holding: the object goes back to the attachment point it came from, running that point's attaching process. An object picked up loose (not from a point) is dropped normally, and a grab that is still in flight is cancelled.

Type: CancelHoldOperation

Close Gaps

Slides held objects to the start of a row of points so there are no holes.

Give it the row of attachment points in the order objects should pack along. Every held object moves up to the earliest free point, using each point's own attach animation, so a hand or rack closes up after something is taken out of the middle. Does nothing when the row is already packed, so it is safe to run every frame. Do not run it while an object is being dragged over the row, or it will fight Make Room for the gap.

Type: PackAttachablesOperation

Despawn Attached

Send what this point holds back to its pool, or destroy it.

Removes whatever this point holds: back to its pool if it came from one, destroyed otherwise. An empty point is left alone, so it runs safely on every point of a machine before you switch that machine off.

Type: DespawnAttachedOperation

Destroy Held

Let go of the held object and destroy it.

Empties the hand and destroys what it was holding. Nothing happens when the hand is already empty, so a Cancel key can call this without a holding check.

Type: DestroyHeldOperation

Detach

Detaches this object from its current attachment point.

Detaches the target attachable object from whatever attachment point it is currently on. When instant is enabled, skips the detach animation sequence.

Type: DetachAttachableOperation

Detach

Detaches the held object from this attachment point.

Detaches the currently attached object from the target attachment point. When instant is enabled, skips the detach animation sequence.

Type: DetachPointOperation

Let Go

Release the held object in place, without a destination.

Drops what the agent is holding right where it is. No drop destination is looked at and Keep Holding is ignored, so this always empties the hand. Use it before destroying or replacing a carried object.

Type: DiscardHoldOperation

Make Room

Shifts held objects along a row of points so this point ends up empty.

Give it the row of attachment points in the order objects should shift along. Whichever point the command targets becomes the empty one: every object between it and the nearest already-empty point moves one place over, using each point's own attach animation. Does nothing when the target is already empty or is not part of the row, so it is safe to run every frame while an object is being dragged.

Type: ShiftAttachablesOperation

Request Drop

Make the agent drop, as if its drop event fired.

Triggers the agent's drop from a graph instead of its drop event. The destination is resolved the usual way — use Cancel Hold to force the object back to where it was picked up.

Type: RequestDropOperation

Request Grab

Make the agent grab, as if its grab event fired.

Triggers the agent's grab from a graph instead of its grab event. Honours the same conditions, filters and sources the event path uses. Set Object to hand the agent one specific object instead, whatever is under the cursor; only works while the agent's hand is empty.

Type: RequestGrabOperation

Rotate Held

Turn the held object by a step.

Turns what the hand is holding by the given angles, in the object's own space or in world space. Nothing happens when the hand is empty. Bind it to a rotate key for placement games.

Type: RotateHeldOperation

Spawn Into Hand

Spawn from a creator and grab the new object.

Spawns one object from the creator and makes the agent grab it. Key picks the pool of a keyed creator. When Holding says what to do with an object already in the hand: destroy it, let it go, or refuse the spawn. The spawned object needs an Attachable Object on it or a child.

Type: SpawnIntoHandOperation

Transfer

Transfers this object to an attachment point.

Transfers the target attachable object to an attachment point. Destination is picked through SmartAttachmentPoint: set it to Dynamic mode with GameObjectsInContainer (or any multi-GameObject source) to pick from many. Handles detach sequences from the current point and from occupied destinations.

Type: TransferAttachableOperation