Skip to main content

Radius Finder UI

NAMESPACEMyDreamGameStudio.InteractAnything
MENU PATHInteraction System > UI > Radius Finder UI
COMPATIBILITYUnity 6.0+
DOC VERSION

A secondary UI system that projects screen-space visual markers over all interactables currently detected by a NearbyInteractablesScanner. It is used to create "search pulses", subtle dots over lootable items, or floating magnifying glass icons that indicate to the player what can be interacted with before they actually focus on it.

It utilizes an efficient object pool so it does not instantiate or destroy UI prefabs as items enter and leave the radius.


Editor Interface​

RADIUS FINDER UIOBJECT POOLCANVAS MARKERSProjects screen-space visual indicators above nearby candidates using an efficient object pool.SOURCE & PROJECTION✦ Auto-Link SpecificsSourceScanner SourceRoomScanner (Scanner)Projection CameraNone (Camera)MARKER INSTANTIATION & POOLINGMarkersMarker PrefabUI_Marker_Icon (Rect Transform)Marker Parent (Canvas)CanvasRoot (Rect Transform)

Fully Customizable Markers​

The RadiusFinderUI is completely agnostic to the visuals it projects. You can assign our premade UI dots, or you can drag-and-drop your own heavily customized Canvas UI elements into the Marker Prefab slot. The pool manager will simply duplicate whatever you give it and anchor it to the target.


Configuration Variables​

Scanner Source
Scanner
The standalone spatial sensor that supplies the list of targets. This does not have to be the scanner attached to your player; it can be a global scanner used purely for UI.
Marker Prefab
RectTransform
The UI element to duplicate. Create a simple Canvas prefab with an Image or icon. If this prefab contains a TextMeshProUGUI component, the script will automatically inject the object's Prompt Text into it.
Marker Parent
RectTransform
The container your markers will spawn inside. Usually a dedicated empty RectTransform attached directly to your Canvas.