the user
you
the user
you
Inventory and storage systems — drag items between grid slots, stacks, or categorized containers
thats not the first example I would give. Firsyt is 3d space drag and drop, then physics based, then card gam,e and automated , snap to grid should be presented as sims like, etc. then inventory
IProcess -- The multi-frame state machine interface that drives attach/detach sequences and transform pipelines Condition -- Boolean evaluators used for gating attaches, detaches, and transfers IEvent -- Observable triggers that fire grab/drop actions on the AttachingAgent IValue<T> -- Serializable value references that let storage fields point to scene objects, assets, or computed values [JungleClassSelection] -- The attribute that enables polymorphic type selection in the Inspector
less technical, more principle. add hyperlinks here too
Component Quick Reference¶
not needed yet
layout strategies for arranging attached objects: Grid, Circular, Fan, Linear, Stack
here rather mention inventory, card hand, so on.
Object measurement tracking position, velocity, acceleration, angular velocity, distance, bounds, and speed Stat system for tracking per-object and per-point numeric metrics with condition-based evaluation
thise two points can be merged into a simple "tracking or stats" kind fo point
Transfer orchestration with configurable selection and amount modes
rather mention that attachment can be automated, or follow a mouse drag and drop type of behaviour, or VR hands, or 3rd person, etc.
Pluggable detection via triggers, raycasts, or reference lists
rather mention that attachment can be automated using detection, and that there are many ways to support assisting drags and attachment
with four match modes (All, Any, One, AnyExcept) using ScriptableObject tags
unecessary: simply state that attachment can be filtered, or resxtructed to conditions,including custom ones.
8 transform targets: static transform, raycast surface, blended, lerped, curve, sequence, composite, conditional
less technical: talk about drag origin
6 transform pipeline types: Direct, Physics, Joint, Direct2D, Rigidbody2D, and HeldAttachable
less technical: talk about outcome more than code
33 transform modifiers that stack into a pipeline
make it more approachable: users dont know what a pipeline is at that point: talk about movement modifiers
object transfer interactions
add that it's not only about transfer, but general spatial operation: movements,rotation, so on