Usage Guide¶
This is a reference-style walkthrough of all major Octoputs systems. For hands-on step-by-step instructions, see the tutorials.
Creating an Attachable Object¶
Any GameObject that should be pickable, draggable, or movable between slots needs an AttachableObject component. This marks the object as something Octoputs can manage.
Menu path: Octoputs / Core / Attachable Object
The component is organized into sections:
Filtering¶
Controls which slots this object can be placed into.
- Tags - Assign one or more
AttachmentTagScriptableObjects to categorize this object (e.g., "Red", "Heavy", "Fragile"). Tags are checked by filters on slots to accept or reject objects. - Point Filter - An optional list of
AttachmentPointFilterimplementations. When set, this object only accepts slots that pass all filters. Useful for restricting where an object can be placed.
Drag Configuration¶
- Transform To Attach - Optional override for which transform is moved during attachment. Defaults to the object's own transform if left empty.
Phase Tabs¶
Each phase of the object's lifecycle (arriving at a slot, staying there, or leaving) has its own tab with conditions, a process, and events:
| Phase | Fields |
|---|---|
| Attaching | Conditions (all must pass to begin), Process (runs during transition), OnAttachStarted event |
| Attached | Process (runs while attached), OnAttached event, OnTargetReached event |
| Detaching | Conditions (all must pass to begin), Process (runs during transition), OnDetachStarted event, OnDetached event |
Conditions use [SerializeReference] with the Jungle condition system - select any Condition implementation from the dropdown. Processes use IProcess, which can be a single command, a command list, a transform pipeline, or any other process type.
Default processes
A freshly added AttachableObject has CommandList as the default attaching and detaching process. This is an empty command list you can populate, or swap for a different process type entirely.
Creating an Attachment Point¶
A slot that can hold objects is represented by an AttachmentPoint component. Add it to any GameObject that should accept attachable objects - a shelf position, a socket, a hand, etc.
Menu path: Octoputs / Core / Attachment Point
Filtering¶
Controls which objects this slot accepts.
- Tags - Tags that describe this slot. Used by
AttachmentTagFilteron objects or transfer processes to match compatible pairs. - Attachable Filters - List of
AttachableFilterimplementations. Only objects passing all filters can attach here.
Phase Tabs¶
| Phase | Fields |
|---|---|
| Attaching | Conditions, Cancellation Strategy (Pause or Revert), Process, OnAttachStarted event |
| Attached | Process, OnAttached event |
| Detaching | Conditions, Allow Instant Steal toggle, Cancellation Strategy, Process, OnDetachStarted/OnDetached events |
Default attaching process
New AttachmentPoints default to an EntryCommandProcess containing AttachedObjectCommands (reparent, physics, layer setup) followed by a HeldAttachableTransformPipeline. This gives you working attach behavior out of the box.
Cancellation Strategies¶
What happens if an attach or detach is interrupted mid-transition:
- Pause - The object freezes in place.
- Revert - The object transitions back to the previous phase (attach reverts to idle, detach reverts to attached).
Allow Instant Steal¶
When enabled on the Detaching tab, another slot can immediately grab the held object without waiting for the full detach sequence to complete.
Detection¶
Detectors answer the question "which objects or slots are available right now?" They scan the scene (using triggers, raycasts, or manual lists) and push results into storage containers that other systems can read from.
AttachableDetector¶
Finds movable objects and pushes them into an AttachableObjectStorage.
Add the component, then configure its Detection Strategy:
| Strategy | How it works |
|---|---|
| Trigger | Uses a trigger collider on the same GameObject. Objects entering/exiting the trigger are detected/lost. |
| Raycast | Casts rays each frame to find objects under the cursor or at a given origin. |
| Reference List | Manually assigned list of objects. Useful for pre-wired setups. |
| Held Attachable | Detects the object currently held by a specific AttachmentPoint. |
Each strategy has its own configuration fields that appear when selected.
Resolution settings control how the detector finds the AttachableObject component on detected GameObjects (search self, parent, children) and whether to deduce from an AttachmentPoint if the hit object is a point rather than an attachable.
AttachmentPointDetector¶
Same pattern as AttachableDetector, but finds slots (AttachmentPoint components) and pushes them into AttachmentPointStorage.
Pair detectors with storages
A detector without a storage does nothing persistent. Always assign a storage reference so detected objects are available to transfer processes.
For a hands-on setup walkthrough, see Tutorial: Your First Drag and Drop.
Transfer¶
Transfer is the system that actually moves objects between slots. It reads from a source (detected objects) and writes to a destination (available slots).
AttachableTransferProcess¶
Reads objects from a source AttachableObjectStorage and attaches them to slots from a destination AttachmentPointStorage.
Key settings:
| Setting | Options | Description |
|---|---|---|
| Transfer Amount | OneAtOnce, AllAtOnce, CustomAmount | How many objects to move per trigger |
| Selection Mode | First, Last, Random | Which object to pick when transferring one at a time |
| Transfer Conditions | List of Condition |
All must pass for the transfer to proceed |
| Attachable Filters | List of AttachableFilter |
Filters applied to source objects |
| Attachment Point Filters | List of AttachmentPointFilter |
Filters applied to destination slots |
| Detach If No Destination | Toggle | If true, detaches the object even when no valid destination exists |
AttachableTransferProcess implements IProcess, so it can be used anywhere the Jungle process system expects a process - inside a ProcessLauncher, as part of a command list, or wired to an event.
AttachingAgent¶
A complete grab-hold-drop workflow as a single component. Instead of wiring detectors, storages, and transfer processes separately, you configure one component that handles the entire pick-up, carry, and put-down cycle.
Sections:
- Grab Trigger - When to grab: an
IEventthat starts the grab, plus conditions and an optional preparation process (e.g., reach animation). - Grab Object - What to grab: source storage, filters, and selection mode. Option to use instant detach from source.
- Holding - Where to hold: reference to the
AttachmentPointwhere the agent holds grabbed objects during transport. - Drop Trigger - When to drop: an
IEventthat starts the drop (defaults to toggling with grab if unset), conditions, and preparation process. - Drop Destination - Where to place: optional destination storage, filters, and selection mode.
DetachIfNoDestinationcontrols whether the agent releases the object when no valid slot exists. - Automation - Continuous operation:
AutoRepeatrestarts the cycle automatically.BufferRequestsqueues grab/drop events that arrive during the wrong state.
Agent states: Idle, PreparingGrab, Grabbing, Holding, PreparingDrop, Dropping.
Events: OnGrabStarted, OnGrabComplete, OnDropStarted, OnDropComplete.
For a step-by-step setup, see Tutorial: AttachingAgent Workflow.
Transform Pipelines¶
Transform pipelines control how objects move when they attach to a slot. Instead of just teleporting, an object can bounce, slide, follow a curve, or use physics forces - all configured without code.
Each pipeline is an IProcess with three internal stages: Target (where to go), Modifiers (adjustments along the way), and Applier (how to write the final position).
Pipeline Types¶
| Pipeline | What it does | Best for |
|---|---|---|
DirectTransformPipeline |
Sets position/rotation directly each frame | UI, strategy games, editors |
PhysicsTransformPipeline |
Applies forces via Rigidbody | Physics puzzles, VR, immersive sims |
JointTransformPipeline |
Uses ConfigurableJoint constraints | Cranes, ropes, tethered objects |
Direct2DPipeline |
Direct position for 2D rigidbodies | 2D games without physics |
Rigidbody2DPipeline |
Physics forces for 2D rigidbodies | 2D physics games |
HeldAttachableTransformPipeline |
Auto-resolves the held object from an AttachmentPoint | Default on AttachmentPoint |
Targets¶
The target computes the destination - where the object should end up:
TransformTarget- Follow a static transform referenceRayHitTransformTarget- Follow a raycast hit point on a surfaceBlendedTransformTarget- Interpolate between two targets based on a weightLerpedTransformTarget- Lerp from current position to a destination over timeCurveTransformTarget- Follow an animation curve pathSequenceTransformTarget- Step through a sequence of targetsCompositeTransformTarget- Combine position from one target and rotation from anotherConditionalTransformTransformTarget- Switch targets based on a condition
Modifiers¶
Modifiers form a chain that adjusts the target before the applier writes it. They execute top to bottom, and order matters - a constraint placed after a spring will lock the axis after the bounce, while placing it before would let the spring override the lock.
See the API Reference for the full list of 33+ modifiers organized by category.
For a hands-on modifier tutorial, see Tutorial: Transform Pipelines.
Tag-Based Filtering¶
Tags let you control which objects fit which slots. A "Red" cube only fits a "Red" socket; a "Heavy" crate is rejected by a "Light Only" shelf. Tags are AttachmentTag ScriptableObjects created via Create > Jungle > Octoputs > Attachment Tag.
Assign them to both AttachableObject and AttachmentPoint components, then add filters that enforce the matching rules.
Filter Types¶
For filtering objects (placed on slots or transfer processes):
| Filter | What it checks |
|---|---|
AttachableTagFilter |
Whether the object's tags match required tags (with configurable matching mode) |
AttachableHeldStateFilter |
Whether the object is currently attached somewhere |
AttachableEligibilityFilter |
Whether the object's own conditions allow attachment |
AttachableStatFilter |
Whether the object's stat values pass a numeric comparison |
AttachedToEvaluatedObject |
Whether the object is attached to the slot being evaluated |
For filtering slots (placed on objects or transfer processes):
| Filter | What it checks |
|---|---|
AttachmentPointTagFilter |
Whether the slot's tags match required tags |
AttachmentPointIsHoldingFilter |
Whether the slot currently holds an object |
AttachmentPointCanAttachFilter |
Whether the slot's conditions allow attachment |
AttachmentPointPhaseFilter |
What lifecycle phase the slot is in |
AttachmentPointStatFilter |
Whether the slot's stat values pass a numeric comparison |
AttachmentPointHoldingObjectWithTagFilter |
Whether the held object has a specific tag |
Tag Requirement Modes¶
The AttachmentTagFilter supports four matching modes:
| Mode | Behavior |
|---|---|
| All | Every required tag must be present on the target |
| Any | At least one required tag must be present |
| One | Exactly one required tag must match |
| AnyExcept | The target must have none of the specified tags (inverted match) |
For a hands-on tutorial, see Tutorial: Tag-Based Filtering.
Measurement¶
The ObjectMeasurer component tracks how an object is moving - its speed, acceleration, distance traveled, and more. Add it to any object you want to monitor, then configure which measurements to track.
Available measurements:
| Measurement | What it tracks |
|---|---|
PositionMeasurement |
Current world position |
VelocityMeasurement |
Velocity vector (position delta / time) |
SpeedMeasurement |
Scalar speed (magnitude of velocity) |
AccelerationMeasurement |
Acceleration vector |
AngularVelocityMeasurement |
Rotation rate |
DistanceTraveledMeasurement |
Cumulative distance moved |
BoundsMeasurement |
Object bounds in world space |
Measurement values are accessed via MeasurementKey ScriptableObjects, which act as named keys into the measurer's data. The AttachedObjectMeasurer variant automatically measures the object held by a specific AttachmentPoint.
Stats System¶
Track numeric values on objects and slots - weight, durability, fill count, or any custom metric. The stats system lets you create rules like "only accept objects with weight < 10" or "this slot is full when holdCount >= 3."
- DraggableStatStorage / AttachmentPointStatStorage - Store named numeric values on objects or slots
- DraggableStatMetric / AttachmentPointStatMetric - Define what to measure (ScriptableObject)
- DraggableStatEvaluator / AttachmentPointStatEvaluator - Evaluate stat values against thresholds
- StatComparison - Comparison operators (Equal, NotEqual, Greater, Less, etc.)
Stats integrate with the filtering system via AttachableStatFilter and AttachmentPointStatFilter.