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
IAttachmentPointCheckchecks (e.g.AttachmentPointTagCheck,IsHoldingCheck) added directly — the slot already knows it is filtering points, so no umbrella wrapper is needed. When set, this object only accepts slots that pass every check. Per Jungle convention these fields are allowlists — null = all allowed. UseObject Filter(AttachmentPointGameObjectFilterCheck) if you need to run a generic GameObject filter here.
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 a ProcessList (Parallel mode) as the default attaching and detaching process. This is an empty process container 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. Matched by
AttachmentPointTagCheck(on objects, agents, or transfer operations) to pair compatible objects and slots. - Attachable Filters - List of
IAttachableObjectCheckchecks (e.g.AttachableTagCheck,HeldStateCheck) added directly — the slot already knows it is filtering attachables, so no umbrella wrapper is needed. Only objects passing every check can attach here. UseObject Filter(AttachableGameObjectFilterCheck) if you need to run a generic GameObject filter 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 a sequence containing an AttachmentPointCommand (reparenting, physics, layer setup) and a transform operation targeting the held object. This gives you working attach behaviour 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 and expose results through IItemSource<GameObject>. Consumers (commands, agents, reactors) resolve typed components on the fly via SmartAttachableObject / SmartAttachmentPoint in Dynamic mode.
Detector (Jungle Core)¶
Octoputs uses Jungle Core's generic Detector component. Configure it with:
- A detection strategy — Trigger, Raycast, Proxy, Reference List, etc.
- A filter chain — for example
AttachableObjectFilterGroupwithAttachableTagCheck+EligibilityCheck, orAttachmentPointFilterGroupwithAttachmentPointTagCheck+CanAttachCheck. The umbrella filters also rewrite the candidate (e.g. a child collider rewrites to the parent AttachableObject). - Optional processes that begin/end on detection edges (
anyAvailableProcess,noneAvailableProcess,onAddedProcess,onRemovedProcess) and UnityEvents on add/remove.
The same Detector type works for attachable detection and attachment-point detection — the filter chain decides what gets accepted.
For "mirror this detection into a container that another command can read", drop a DetectorToContainerRelay next to the Detector.
For a hands-on walkthrough, see Tutorial: Your First Drag and Drop.
Transfer¶
Transfer is the system that actually moves objects between slots. The two targeted commands are:
AttachmentPointCommand¶
Targets a single AttachmentPoint (resolved from a SmartAttachmentPoint) and runs a list of IAttachmentPointOperation items in parallel:
| Operation | What it does |
|---|---|
| AttachToPointOperation | Attaches a configured attachable to this point. |
| DetachPointOperation | Detaches whatever this point is currently holding. |
| TransferAttachableOperation | Moves an attachable from one point to this one. |
AttachableObjectCommand¶
Targets a single AttachableObject (resolved from a SmartAttachableObject) and runs a list of IAttachableObjectOperation items in parallel:
| Operation | What it does |
|---|---|
| DetachAttachableOperation | Detaches this attachable from wherever it is currently held. |
Both commands implement IProcess (via the Command base class), so they can be used anywhere the Jungle process system expects a process — inside a ProcessComponent, as a phase process on an AttachmentPoint/AttachableObject, or wired to a Reactor body.
AttachingAgent¶
A complete grab-hold-drop workflow as a single component. Instead of wiring detectors, containers, 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 Source - What to grab: a
SmartAttachableObject(Dynamic mode wired to a Detector is the typical setup) plus filter chain. - 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: a
SmartAttachmentPoint(Dynamic mode for live detection, or a static reference) plus filter chain.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.
Events: OnGrabStarted, OnGrabComplete, OnDropStarted, OnDropComplete.
For a step-by-step setup, see Tutorial: AttachingAgent Workflow.
Transform Operations¶
Transform operations 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 transform operation is an IProcess with three internal stages: Target (where to go), Modifiers (adjustments along the way), and Applier (how to write the final position). Compose multiple operations on a single subject using ParallelTransformOperation or SequenceTransformOperation. To group several subjects under one execution frame, use the Transformer component.
Operation Types¶
| Operation | What it does | Best for |
|---|---|---|
DirectTransformOperation |
Sets position/rotation directly each frame | UI, strategy games, editors |
PhysicsTransformOperation |
Applies forces via Rigidbody | Physics puzzles, VR, immersive sims |
JointTransformOperation |
Uses a ConfigurableJoint | Cranes, ropes, tethered objects |
Direct2DTransformOperation |
Direct position for 2D rigidbodies | 2D games without physics |
Rigidbody2DTransformOperation |
Physics forces for 2D rigidbodies | 2D physics games |
ParallelTransformOperation |
Run multiple child transform operations on the same subject at once | Layered effects (target + shake) |
SequenceTransformOperation |
Run multiple child transform operations on the same subject in order | Scripted moves (scale up, then translate, then scale back) |
BatchTransformOperation |
Submit a subject to the Jobs-based batch pipeline | Many simultaneous draggables |
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 timeShapeTraversalTransformTarget- Travel along a shape (Line, Arc, Circle, or a 3D curve via Curve Shape) at a set speedSequenceTransformTarget- 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¶
Context-known slots (attachableFilters, pointFilter, agent grab/drop filters, transfer point filters) take typed checks directly — the picker shows only the relevant IAttachableObjectCheck / IAttachmentPointCheck (plus the Object Filter escape hatch). Detector filter chains still take IGameObjectFilter and use the AttachableObjectFilterGroup / AttachmentPointFilterGroup umbrellas.
For filtering objects (placed on slots, agents, or commands):
| Filter | What it checks |
|---|---|
AttachableTagCheck |
Whether the object's tags match required tags (with configurable matching mode) |
HeldStateCheck |
Whether the object is currently attached somewhere |
EligibilityCheck |
Whether the object's own conditions allow attachment |
For filtering slots (placed on objects, agents, or commands):
| Filter | What it checks |
|---|---|
AttachmentPointTagCheck |
Whether the slot's tags match required tags |
IsHoldingCheck |
Whether the slot currently holds an object |
CanAttachCheck |
Whether the slot's conditions allow attaching a specific object |
PhaseCheck |
What lifecycle phase the slot is in |
OnAttachedObjectCheck |
Delegates to nested attachable checks evaluated on the currently held object |
NotJustDetachedCheck |
Suppresses the slot briefly after a detach while the detached object stays nearby |
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¶
Measurements track how an object is moving — its speed, acceleration, distance traveled, and more. They plug into the Setter system as sub-setters inside a DataStorageSetter entry. Use the preset menu (GameObject > Jungle > Setting > Setter (Measurement Preset)) to create a pre-configured Setter + DataStorageComponent in one click.
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 stored via Key ScriptableObjects (shared Jungle.Data type) into a DataStorage. The TargetedMeasurer base class resolves a target — a GameObject, AttachmentPoint, or AttachableObject — and dispatches to its list of typed measurements. Each measurement reads from the target and writes a keyed value into the storage.