Core RPG handbook · Development build / version notes
Core RPG handbook
Create a world object and context action
Place an object the player can examine, then connect a supported action to the component that performs it.
On this page
Start with something small: a sign or marker that the player can examine. This checks the collider, interaction range and context menu before you add a gameplay action.
Make an examinable object#
- Open Tools → Green Cloak Games → TileTick Core RPG → World Object Database, then choose Create World Object.
- Choose Object Type: Examine Object. Enter a Display Name, your content Folder, and a short Examine Text such as “A marker beside the campsite.”
- Use a visual Base Template if you have one, or keep the visual placeholder. Keep the interaction provider and a suitable collider enabled.
- Create the prefab and place it on reachable ground in the demo scene.
- On
WorldObjectInteractable, leave Include Examine enabled. Start with Interaction Range Tiles: 1 and an Interaction Point near the object that the player can reach.
Enter Play Mode and examine it from the context menu. If it isn’t selectable, check the collider and interaction ray layers before adding more actions.
Add an action that does something#
A context-menu label and the component that performs the action are separate. An entry named Open won’t open an object until its handler is assigned.

For a built-in interaction, use the wizard’s matching Object Type. Fishing Spot supports local and networked gameplay. The built-in Tree and Door workflows need Multiplayer Content in the current build.
In the interactable’s Actions list, check Verb, Allow Left Click, Priority and Action Handler Behaviour. The wizard binds the handler it creates. Display Color affects presentation; Network Action Id identifies a network action and does not implement it.
Place networked scene objects#
Keep the scene’s NetworkWorldObjectRegistrar and give each new NetworkWorldObject instance a unique Stable Scene Id. Run Tools → Green Cloak Games → Multiplayer → Validate Networked World Objects In Scene. Keep existing IDs stable once saved content refers to them.
Check the interaction#
Try the default left click and the right-click menu. Approach from more than one side. The interaction point needs a reachable tile within the configured range; a large blocking collider can make an otherwise correct object impossible to use.
If Examine works but the action doesn’t, inspect the assigned handler and whether that action supports the running mode. If the menu never appears, return to the collider, interaction layers and provider setup.
Writing a custom action#
For a new gameplay action, implement ICustomWorldObjectActionHandler and register its type with CustomWorldActionRegistration.Register<T>(id) on each peer. The custom-action example shows a complete interaction. Start there rather than entering an arbitrary Network Action Id and expecting the dispatcher to find your code.
