MENU PATHInteraction System > Utilities > Examine Panel
COMPATIBILITYUnity 6.0+
DOC VERSION
The central global controller for the item-examine view. It orchestrates the entire 3D inspection stage: instantiating clones on pedestals, normalizing their visual scale, isolating them from the world physics, and routing input for secondary interactions.
You only need one of these in your scene, usually attached to your main UI Canvas or a dedicated global systems manager.
The 3D point where the cloned item is placed. Position this exactly where your Examine Camera is looking to frame the item perfectly.
Panel Root GameObject
GameObject
The master container for your examine UI, backgrounds, and cameras. The system automatically turns this ON when opening and OFF when closing.
Examine Camera
Camera
The camera used to render the pedestal. The panel automatically wires this to the Sub-Interactor if one is assigned.
Examine Layer
Layer
The Unity Layer applied to the clone and its children. Crucial for ensuring your main world camera doesn't render the floating clone, and your Examine Camera doesn't render the world.
Target Display Size
floatDef: 0.5
Global normalization scale. Every item is automatically scaled so its largest bounding box dimension matches this value. Prevents tiny keys from being invisible and giant swords from clipping the camera.
To allow players to click on buttons, dials, or hidden latches while examining an item, the panel can manage a dedicated interactor just for the examine stage.
Examine Cursor Interactor
CursorInteractor
Assign a Cursor Interactor (usually placed alongside the Examine Camera). The Panel takes full control of this: it overrides its camera, forces its Layer Mask to the Examine Layer, and enables/disables it in lockstep with the UI.
Fired globally when the panel finishes opening. Wire your player-controller pause, cursor unlock, or screen blur effects here to handle the transition into UI mode.
On Closed
UnityEvent
Fired when the examine panel closes and destroys the clone. Use this to re-lock the cursor, resume gameplay, or disable UI post-processing effects.
When Open() is called on this panel, it executes a strict sequence to guarantee stability and prevent inputs from bleeding between the world and the UI.
World Suspension: It iterates through all active world Interactors and forcefully disables them. This prevents players from clicking objects behind the UI.
Pre-Awake Activation: It enables the Panel Rootbefore instantiating the clone. This ensures that any Awake() methods on the clone fire in the correct order.
Cloning & Framing: The model is instantiated, layered, and normalized to the Target Display Size.
Stripping: It finds and deletes all Rigidbody components on the clone to prevent physics from breaking the pedestal display.
Security Gating: It unconditionally disables every standard Interactable and Collider on the clone, then specifically re-enables components marked with an ExamineOnlyInteraction tag.