MENU PATHInteraction System > Utilities > Nearby Interactables Scanner
COMPATIBILITYUnity 6.0+
DOC VERSION
A high-performance spatial sensor that continuously scans for interactables within a specific radius. It filters candidates based on viewing angles and line-of-sight, then sorts them by distance so the closest valid target is always exposed first.
This component is a pure sensor. It never focuses, selects, or interacts with anything on its own. It simply provides a clean, sorted list of AvailableInteractables for other systems (like the RadiusInteractor or a UI compass) to read from. It forces a [DefaultExecutionOrder(-100)] to ensure its spatial data is perfectly up-to-date before any interactors run their logic.
The center of the search sphere. If left empty, it defaults to the transform this component is attached to.
Scan Radius (m)
floatDef: 3.0
The size of the Physics.OverlapSphere query. This dictates the absolute maximum distance an interactable can be detected.
Max Colliders (Buffer)
int sliderDef: 16
The capacity of the internal non-allocating array. If you have 20 interactables clustered tightly together but this is set to 16, the engine will only process the first 16 it finds. Increase this value (up to 128) if you have incredibly dense scenes.
Interactable Layers
LayerMaskDef: Everything
The physics layers the sphere query evaluates. Restricting this to a dedicated 'Interactable' layer drastically improves performance.
If enabled, targets are rejected if they fall outside a specific forward-facing angle. Activating this reveals additional fields for 'Max Angle' and an optional 'Angle Reference' transform.
Require Line of Sight
boolDef: False
If enabled, the scanner casts a ray toward the target. If the ray hits a blocking layer before reaching the interactable, the target is rejected. Activating this reveals a 'Line of Sight Blockers' LayerMask.