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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