MENU PATHInteraction System > Utilities > Examinable Item
COMPATIBILITYUnity 6.0+
DOC VERSION
A lightweight configuration component that dictates what to show and how to show it when a player inspects an item closely. It acts as a data container; the actual camera switching, mesh cloning, and input handling are processed globally by the ExaminePanel.
To use this, attach it alongside a standard Interactable (usually set to the Instant type) and wire the interactable's OnInteractionComplete event to this component's OpenExamineView() method.
The specific 3D model that will be cloned onto the examine pedestal. If left empty, the system duplicates this exact GameObject. Supplying a specific child mesh prevents duplicating unnecessary colliders or logic scripts.
Display Title
string
Optional localized name. If your Examine UI features a text panel, it will pull this string while the object is focused.
Hide Source While Examining
boolDef: True
Temporarily disables the renderers on the original world object while the clone is being inspected, preventing visual duplication. Disable this if you want the object to look like you are inspecting it in place.
The ExaminePanel automatically normalizes item scales so a tiny key and a massive sword both fit perfectly on screen. You use these settings to tweak that baseline.
Initial Rotation Euler
Vector3Def: (0,0,0)
The local rotation applied to the clone immediately when it spawns. Use this to ensure guns point sideways or books face the camera, rather than showing their bottom edge.
Display Scale Multiplier
floatDef: 1.0
A fine-tune multiplier applied on top of the auto-normalized scale. 1.0 is default size, 1.2 is 20% larger, 0.8 is 20% smaller.
Fired precisely when the Examine UI finishes its opening transition and hands control to the player. Ideal for triggering item-specific dialogue or audio cues.
On Examine Closed
UnityEvent
Fired when the item returns to the world. Perfect for updating quest flags or inventory states after an item has been discovered.