How to Pick Up Items in Unity?

Are you looking for information or an example of how to implement picking up items in Unity?

Look no further! In this post, you will find a simple solution for that.

We will make the first-person character with movement and grabbing scripts, and we will make another one for objects that we would like to pick up.

Let’s see how we can do that! ?

Character ?‍♂️

First of all, we will need a character that can move around in the scene.

We will build that character from a capsule, and we will move our primary camera to be a child of this object.

Player object hierarchy.
Player object hierarchy.

Next, we have to create a movement script. We will use a CharacterController component with our simple movement script.

using UnityEngine;

/// <summary>
/// Simple player movement.
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class SimplePlayerMovement : MonoBehaviour
{
    [Header("Character")]
    // Reference to the character controller
    [SerializeField]
    private CharacterController character;

    // Character movement speed.
    [SerializeField]
    private float moveSpeed = 4;

    [Header("Camera")]
    // Reference to the character camera.
    [SerializeField]
    private Camera characterCamera;

    // Camera movement speed.
    [SerializeField]
    private float camSpeed = 40;


    /// <summary>
    /// Method called at the start.
    /// </summary>
    private void Start()
    {
        // Lock and hide cursor
        Cursor.lockState = CursorLockMode.Locked;
        Cursor.visible = false;
    }

    /// <summary>
    /// Method called every frame.
    /// </summary>
    private void Update()
    {
        // Get player input for character movement
        var v = Input.GetAxis("Vertical");
        var h = Input.GetAxis("Horizontal");

        // Create move vector and rotate it
        var move = new Vector3(h, 0, v);
        move = character.transform.rotation * move;

        // If length of move vector is bigger than 1, normalize it.
        if (move.magnitude > 1)
            move = move.normalized;

        // Move character
        character.SimpleMove(move * moveSpeed);

        // Get player mouse input for camera and character rotation
        var mx = Input.GetAxisRaw("Mouse X");
        var my = Input.GetAxisRaw("Mouse Y");

        // Rotate character with mouse X value
        character.transform.Rotate(Vector3.up, mx * camSpeed);

        // Get camera rotation on X axis
        var currentRotationX = characterCamera.transform.localEulerAngles.x;
        currentRotationX += my * camSpeed;

        // Limiting camera movement to (-60) - (60) degrees on X axis.
        if (currentRotationX < 180)
        {
            currentRotationX = Mathf.Min(currentRotationX, 60);
        }
        else if (currentRotationX > 180)
        {
            currentRotationX = Mathf.Max(currentRotationX, 300);
        }

        // Assign new camera rotation
        characterCamera.transform.localEulerAngles = new Vector3(currentRotationX, 0, 0);

    }
}

With this script ready, now we can attach it to the player object and assign references.

SimplePlayerMovement component config.
SimplePlayerMovement component config.

Grabbing system ?

Creating a grabbing system is not that hard to begin with. We basically need only two classes. One, with we will attach to the player, and the second one, which we will attach to the pickable objects.

But before we can implement them, we need to create a slot where we will hold our picked objects. You only need to add an empty object (or cube) under the player camera so we can see that we have something in our “hand”.

Slot is child of the camera
The slot is a child of the camera.
Use cube for positioning in the game view
Use a cube for positioning in the game view.

Making object pickable ?

Now it’s time to create new classes for our system! Let’s start with PickableItem first, as it will be a really short script.

using UnityEngine;

/// <summary>
/// Attach this class to make object pickable.
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class PickableItem : MonoBehaviour
{
    // Reference to the rigidbody
    private Rigidbody rb;
    public Rigidbody Rb => rb;

    /// <summary>
    /// Method called on initialization.
    /// </summary>
    private void Awake()
    {
        // Get reference to the rigidbody
        rb = GetComponent<Rigidbody>();
    }
}

With this class, we can make object pickable. I would recommend creating a “parent” game object with this component, as it will be easier to rotate and position it in a slot.

Paint bucket in the scene.
Paint bucket in the scene.
Example of its' hierarchy.
Example of its’ hierarchy.

Now, you just need to attach our component to the parent and a Mesh Collider to the model itself with “Convex” option enabled.

Just attach a PickableItem component to the parent.
And don’t forget to enable Convex option in all colliders.

Let’s grab some items! ?

The second script of our system will be attached to the player and will be responsible for handling picking up items and dropping them onto the floor.

Let’s create SimpleGrabSystem class!

using UnityEngine;

/// <summary>
/// Simple example of Grabbing system.
/// </summary>
public class SimpleGrabSystem : MonoBehaviour
{
    // Reference to the character camera.
    [SerializeField]
    private Camera characterCamera;

    // Reference to the slot for holding picked item.
    [SerializeField]
    private Transform slot;

    // Reference to the currently held item.
    private PickableItem pickedItem;

    /// <summary>
    /// Method called very frame.
    /// </summary>
    private void Update()
    {
        // Execute logic only on button pressed
        if (Input.GetButtonDown("Fire1"))
        {
            // Check if player picked some item already
            if (pickedItem)
            {
                // If yes, drop picked item
                DropItem(pickedItem);
            }
            else
            {
                // If no, try to pick item in front of the player
                // Create ray from center of the screen
                var ray = characterCamera.ViewportPointToRay(Vector3.one * 0.5f);
                RaycastHit hit;
                // Shot ray to find object to pick
                if (Physics.Raycast(ray, out hit, 1.5f))
                {
                    // Check if object is pickable
                    var pickable = hit.transform.GetComponent<PickableItem>();

                    // If object has PickableItem class
                    if (pickable)
                    {
                        // Pick it
                        PickItem(pickable);
                    }
                }
            }
        }
    }

    /// <summary>
    /// Method for picking up item.
    /// </summary>
    /// <param name="item">Item.</param>
    private void PickItem(PickableItem item)
    {
        // Assign reference
        pickedItem = item;

        // Disable rigidbody and reset velocities
        item.Rb.isKinematic = true;
        item.Rb.velocity = Vector3.zero;
        item.Rb.angularVelocity = Vector3.zero;

        // Set Slot as a parent
        item.transform.SetParent(slot);

        // Reset position and rotation
        item.transform.localPosition = Vector3.zero;
        item.transform.localEulerAngles = Vector3.zero;

    }

    /// <summary>
    /// Method for dropping item.
    /// </summary>
    /// <param name="item">Item.</param>
    private void DropItem(PickableItem item)
    {
        // Remove reference
        pickedItem = null;

        // Remove parent
        item.transform.SetParent(null);

        // Enable rigidbody
        item.Rb.isKinematic = false;

        // Add force to throw item a little bit
        item.Rb.AddForce(item.transform.forward * 2, ForceMode.VelocityChange);
    }
}

Great! The only thing left is to attach this class to the player!

Attached <i>SimpleGrabSystem</i> component to the player
Attached SimpleGrabSystem component to the player

The result ?

So let’s finally test that thing!

Grabbing system in action!
Grabbing system in action!

And as you can see, we created a simple solution for picking and dropping items in Unity.

If you found that helpful, share what project you are working on in the comment section below! I would love to know! ?

You can check the whole project at my public repository. ?

And if you are interested in getting emails when I release a new post, sign up for the newsletter!

Hope to see you next time! ?

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rich
rich
4 years ago

hey, this looks cool,,, but I don’t know how to implement it…. like, I created the code and all… but , how can I apply it to a background scene.
For me, I want a simple soccer player to move a ball by having the ball follow him.

NormalGuy23
NormalGuy23
4 years ago

So i have a gun and i want it disabled when its not picked up but want it set active when picked up could somebody help me

benjimmin hitler
benjimmin hitler
4 years ago

how do i use the rigidbobby

Zache
Zache
4 years ago

Didn’t work, i cant pick up the object and no errors show up so idk what it is, it does just not pick up

Angelica Machuca
Angelica Machuca
4 years ago

is there a way we can pick up a item and it destroy the item?

KaiProton
KaiProton
4 years ago

Well, After going over 7 or 8 tutors on you tube today, trying to find someone who could teach me how to make a pick up and drop script on the same button, I finally found this page, and low and behold it worked, then I changed the ray distance(longer) and also the mouse Y was inverted to multiplied that by -1, so down was down, and it all stopped working, cant pick anything up, so I figured maybe the -1 was shooting the ray out the back, so changed it back to how it is on this page, and… Read more »

Dennis vukanovic
Dennis vukanovic
4 years ago

Can I use this script on android game?

Jason Asaad
Jason Asaad
Reply to  Dennis vukanovic
3 years ago

yeah just make android controls

Henry
Henry
4 years ago

how can i use this script on androidgame with buttons? I wanna that when I touch button , i can pick up item and other button which named button when i touch , i can drop it. What difference i do it in this script??

Jason Asaad
Jason Asaad
3 years ago

Could we add velocity to the gameobject when it is dropped?

Chris
Chris
3 years ago

Hi patryk, great tutorial. I’ve pretty much managed to implement this but for one small bug I can’t seem to figure out. After I pick up the object it goes to the slot and then seems to shift out of the view , so it’s like it’s attached to the slot but with an offset

tom
tom
3 years ago

Hi, your scripts are great, i can make it work on my project. But one little thing, the grabbed item can pass through kinematic object.

mees
mees
3 years ago

hey I was recreating this script, and when i was done the items changed shape when i picked them up. Does anyone know how to fix this?

Rob
Rob
3 years ago

Hey, great tutorial, Ive been looking for ages for a system like this, but I have a question – how would I make this work on a third person game? I tried changing the camera references so the script references an empty game object attached to the player that would act as the origin of the ray, but nothing happens.

filip
filip
3 years ago

so i did all the steps and my block only disapears it deos not go to my hand

Jermurder
Jermurder
2 years ago

uhh when i look at a certain angle when im holding the object it puts the object to shadows only and dissappears but if i put it back to the same position it comes back

Walterwhite
Walterwhite
1 year ago

this code is very good and i love it i works so well

Anthony
Anthony
1 year ago

when i pick up an item the scale changes how do i fix that

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