Examine-Only Interaction
A security gate for secondary mechanics. Put this on a child of an examinable item that should only be interactable while the item is actively being inspected—such as a hidden latch, a combination dial, or a puzzle button.
It disables its listed components on Awake so the source object in the world remains permanently inert. The ExaminePanel automatically re-enables these components only on the cloned object once it is placed on the examine pedestal.
Editor Interface
Managed Elements
This component accepts explicit arrays of objects to manage. You can link components that exist on this specific GameObject, or cross-link to sibling objects within the same item hierarchy.
Auto-Fallback Logic
If you do not manually assign any arrays in the Inspector, the ExamineOnlyInteraction script will execute a fallback routine during its Awake() cycle.
It will automatically call GetComponents<Collider>() and GetComponents<Interactable>() on its own GameObject and manage those. This handles the most common use-case (a button guarding its own local collider and script) without requiring you to manually drag and drop references for every single hidden latch in your game.