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Interactions are the key to getting your players interacting with your world. Interactions can be applied to most Props through the Interaction Editor and allow for a variety of things to happen based upon triggers and other variables.

Interaction Types[edit | edit source]

Generic Interaction[edit | edit source]

This is the most versatile interaction type. If this is set on a prop, the player will see an icon over the prop for them to click on. To make use of this interaction, you will need a Trigger in the scene that is set to "When: On Item Interaction" and then the underlined area set to the specific prop. You can then add Actions to this trigger, which will occur when the player interacts.

Generic interactions can use any icon you wish, via the Icon dropdown menu in the Prop Interaction Editor. The default is a "Hand" icon, and the rest are fairly self explanatory if you have played through Shadowrun Returns.

Dummy Interaction[edit | edit source]

Dummy interaction is a bit misleading, as it is not interactive in-game. Setting a prop to Dummy Interaction simply makes it a "dynamic prop" that can be referenced directly by a trigger. Once set, it will show up in trigger lists such as "move prop" or "delete prop."

Decker Jack Point[edit | edit source]

This interaction type is used for a place that a Decker can jack-in to the matrix. You must fill in a specific matrix spawn point for it to work.

Matrix Spawn Point[edit | edit source]

This interaction type is used for the entrance/exit to the matrix. This is where the player will spawn when interacting with a Jack Point and where they will go to Jack Out of the matrix.

Matrix Object[edit | edit source]

Also known as a Matrix Node prior to Hong Kong, this interaction type is used to create the interactables found within the matrix that effect meatspace.

Dummy Matrix Label[edit | edit source]

This interaction works similarly to the dummy interaction but is intended for objects that may be affected by matrix objects. The label will be assigned to the object and be visible in-game to the player and will change according to its hacked status.

Shaman Summon Point[edit | edit source]

This interaction type lets you set a spirit to be summoned from the environment, such as a water spirit from a fountain or a fire spirit from a stove. See Summoning Points for more details on this type.

Alarm[edit | edit source]

This is a deprecated interaction type, which generally should not be used.

Item Pickup[edit | edit source]

This type lets you define an item to be picked up by the character who interacts with it. You can define any item, grenade, weapon, spell, or quest item, by using the "Select an item" button. The "Destroy Object on Pickup" box will remove the prop from the scene as well when the item is picked up. Either way, an item can only be picked up once and then it is gone, whether or not the prop is removed.

Conversation[edit | edit source]

This lets you select a conversation to start when the object or character is interacted with.

Door[edit | edit source]

Allows the opening (and closing via triggers or AI) of doors given a viable door prop.

Scene Transition[edit | edit source]

Used to transition the player between scenes. Upon interacting with this type the player will be given a prompt to accept the transition.

Inspect Interaction[edit | edit source]

Allows the player to gather information by interacting with an object.

Tutorials[edit | edit source]

Quick Start Guide 3 - Create an interactable terminal