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Version: 2026.3

Interactable Nodes

These nodes allow to reference and interact with interactable and manipulable objects in the scene.

Get Nodes​

Get Interactable Node​

🔍 Reflectis > Get > Reflectis GameObject: Get Interactable

This Node is used to reference the interactable component of the GameObject indicated in the input.

  • ⬇️ Input:

    • GameObject (GameObject), the GameObject to get the interactable component from. If left empty, it defaults to the current GameObject.
  • ⬆️ Output:

    • Interactable (IInteractable), the interactable component of the specified GameObject.

Get Contextual Menu Interactable Node​

🔍 Reflectis > Get > Reflectis GameObject: Get Contextual Menu Interactable

This Node is used to reference the Contextual Menu component of the GameObject indicated in the input.

  • ⬇️ Input:

    • GameObject (GameObject), the GameObject to get the contextual menu component from. If left empty, it defaults to the current GameObject.
  • ⬆️ Output:

    • ContextualMenuInteractable (IContextualMenuManageable), the contextual menu component of the specified GameObject.

Nodes

Get Manipulable Node​

🔍 Reflectis > Get > Reflectis GameObject: Get Manipulable

This Node is used to reference the manipulable component of the GameObject referenced in the input.

  • ⬇️ Input:

    • GameObject (GameObject), the GameObject to get the manipulable component from. If left empty, it defaults to the current GameObject.
  • ⬆️ Output:

    • Manipulable (IManipulable), the manipulable component of the specified GameObject.

Nodes

Expose Nodes​

Expose Visual Scripting Interactable Node​

🔍 Reflectis > Expose > Reflectis: Expose Visual Scripting Interactable

  • ⬇️ Input:

    • Interactable (IVisualScriptingInteractable), reference to the Visual Scripting Interactable to expose.
  • ⬆️ Output:

    • GameObjectReference (GameObject), reference to the GameObject owning the interactable from the input
    • InteractionState, reference in which state the object is between idle, selected, interacting and hovered
    • InteractionColliders (List<Collider>), list of the colliders referenced in the interactable placeholder.

Expose Manipulable Node​

🔍 Reflectis > Expose > Reflectis: Expose Manipulable

  • ⬇️ Input:

    • Manipulable (IManipulable), reference to the Manipulable to expose.
  • ⬆️ Output:

    • GameObjectReference (GameObject), reference to the GameObject owning the manipulable from the input
    • InteractionColliders (List<Collider>), list of the colliders referenced in the interactable placeholder
    • IsManipulated (bool), check if the object is being manipulated
    • ManipulationInput, reference to the method used to manipulate the object (VR hands, VR lasers, mouse).

Nodes

Flow Nodes​

Interactable Block Interaction By Selection Node​

🔍 Reflectis > Flow > Reflectis Interactable: BlockInteractionBySelection

This Node manages the blocking/unblocking of interaction on any interactable component (Contextual Menu, Manipulable, etc.).

  • ⬇️ Input:
    • Interactable (IInteractable), reference to the interactable component to block/unblock. If left empty, it defaults to the component on the same GameObject
    • BlockValue (bool), a boolean that determines whether to block (true) or unblock (false) the interaction.

Hide (Contextual Menu) Node​

🔍 Reflectis > Flow > Reflectis ContextualMenu: Hide

This Node hides the currently displayed contextual menu.

Release Manipulable Node​

🔍 Reflectis > Flow > Reflectis Manipulable: Release Manipulable

This Node releases a manipulable object from its current manipulation state.

  • ⬇️ Input:
    • Manipulable (ManipulablePlaceholder), reference to the Manipulable Placeholder. If left empty, it defaults to the component on the same GameObject.

Event Nodes​

Visual Scripting Interactable​

These nodes must be associated with a script machine, that is referenced in the Visual Scripting Interactable placeholder of the object, specifically in the "Interactions Script Machine" variable.

Visual Scripting Interactable On Hover Enter Node​

🔍 Events > Reflectis > Reflectis Visual Scripting Interactable: On Hover Enter

This event triggers when the object enters in the "Hovered" state.

  • ⬆️ Output:
    • Interactable (IVisualScriptingInteractable), reference to the interactable that triggered the event.

Visual Scripting Interactable On Hover Exit Node​

🔍 Events > Reflectis > Reflectis Visual Scripting Interactable: On Hover Exit

This event triggers when the object exits from the "Hovered" state.

  • ⬆️ Output:
    • Interactable (IVisualScriptingInteractable), reference to the interactable that triggered the event.

Visual Scripting Interactable On Select Enter Node​

🔍 Events > Reflectis > Reflectis Visual Scripting Interactable: On Select Enter

This event triggers when the object enters in the "Selected" state.

  • ⬆️ Output:
    • Interactable (IVisualScriptingInteractable), reference to the interactable that triggered the event.

Visual Scripting Interactable On Select Exit Node​

🔍 Events > Reflectis > Reflectis Visual Scripting Interactable: On Select Exit

This event triggers when the object exits from the "Selected" state.

  • ⬆️ Output:
    • Interactable (IVisualScriptingInteractable), reference to the interactable that triggered the event.

Visual Scripting Interactable On Interact Node​

🔍 Events > Reflectis > Reflectis Visual Scripting Interactable: On Interact

This event triggers when the object enters in the "Interacted" state.

  • ⬆️ Output:
    • Interactable (IVisualScriptingInteractable), reference to the interactable that triggered the event.

On Selected Change​

🔍 Events > Reflectis > Reflectis Visual Scripting Interactable: On Selected Change

This event triggers when the currently selected Visual Scripting Interactable changes.

  • ⬆️ Output:
    • VisualScriptingInteractable (IVisualScriptingInteractable), reference to the newly selected Visual Scripting Interactable.

Manipulable​

These nodes must be present inside the graph contained in an object with the Interactable Placeholder and the Manipulable Placeholder.

Nodes

On Manipulation Start Node​

🔍 Events > Reflectis > Reflectis Manipulable: On Manipulation Start

This node can monitor when the object enters in the "Manipulated" state.

  • ⬆️ Output:
    • Manipulable (IManipulable), reference to the manipulable that started being manipulated.

Nodes

On Manipulation End Node​

🔍 Events > Reflectis > Reflectis Manipulable: On Manipulation End

This node can monitor when the object exits from the "Manipulated" state.

  • ⬆️ Output:
    • Manipulable (IManipulable), reference to the manipulable that stopped being manipulated.

Nodes