# Examples

<table><thead><tr><th width="354.00006103515625">Reference as example</th><th>How to</th></tr></thead><tbody><tr><td><p><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2FhSmrxIwyLnPjbduqJ7OQ%2Fphoto_2026-02-12_00-31-16.jpg?alt=media&#x26;token=965ff954-d79b-4af7-8027-392fab04ba7a" alt="" data-size="original"></p><p><sub><em>ARC Raiders</em></sub><br>Approaching a target activates an interaction tooltip with the input key.</p></td><td><strong>If the side from which the player approaches does not matter:</strong><br>Create an item in the Tooltip Collection with a unique name "key_interaction_tooltip". Set Trigger = External Trigger Only and World Pointer Prefab = WorldText. Add a TooltipTrigger component to the activation zone, for example, to a door object, enter the name "key_interaction_tooltip", and set Trigger = OnDistance, Distance Target = "Player" (or another). Specify the distance at which the trigger activates. Enter the tooltip text in Collection > Localization Reference. Key sprites are included for use. Add a method in Additional Behaviour to start or stop listening for keyboard input for interactions.<br><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2FNu7GgwDfPeOCvINYJRNa%2Fimage_2026-02-12_00-40-10.png?alt=media&#x26;token=87d1dd77-677a-4b6c-91c5-33deb40932f7" alt=""></td></tr><tr><td>Approaching a target activates an interaction tooltip with the input key.</td><td><p><strong>If the side matters (facing required):</strong></p><p>Create an item in the Tooltip Collection with a unique name "key_interaction_tooltip". Set Trigger = External Trigger Only and World Pointer Prefab = WorldText. Add a TooltipTrigger component to the activation zone, for example, to a door object, enter the name "key_interaction_tooltip", and set Trigger = OnTriggerCollision, Required Tag = "PlayerViewZone" (or another). So interaction with the target is controlled by colliders and it is expected that the player’s view zone collides with what the player can actually see ahead.</p></td></tr><tr><td><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2FvMB1kd72UsqbKLd3TIPh%2Fimage_2026-02-09_20-57-51.png?alt=media&#x26;token=126836e6-f285-4ba7-910b-6c58ba1e53ea" alt=""><br><sub>For The King</sub><br>Hovering over an object triggers a specially colored visual on the target. For example, highlighting a hex object: red if it’s unavailable, white if it’s available.</td><td><p>Сreate an item in the Tooltip Collection with a unique name. Set Trigger = OnHover, CheckObject = ByComponentValue. CompareComponent = component on the hex that contains the value indicating whether it’s available, for example, bool IsHexAvailable. Set the target value = equals true and use the visual with white highlighting (try 2DGround). Then, create a new entry in the collection with the same settings but value = false, and assign a pointer with red highlighting there. Differentiating objects by Component Value allows to design tooltips using unique scripts and variables defined by the developer. See <a href="../../data/supported-interactions#for-tooltip-collection">Example</a>.</p><p><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2F3BLTtYgUDG5PONXWuehh%2Fimage_2026-02-10_01-16-48.png?alt=media&#x26;token=3ee483ef-6756-40b1-b256-cc0cd2f27443" alt="" data-size="original"></p></td></tr><tr><td><p><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2F8TPKWTw1XZoZ5gvW2zgV%2Fimage_2026-02-09_15-07-20.png?alt=media&#x26;token=64bad9e4-4623-42a8-8e82-f0dc2ad3197d" alt="" data-size="original"><br><sub><em>Darkest Dungeon II</em></sub></p><p>Hovering over a UI object (a skill, upgrade icon, card, etc.) displays its description.</p></td><td><p><strong>If the UI object to Hover is a prefab:</strong></p><p>Create an item in the Tooltip Collection with a unique name "upgrade_icon_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText. Add a TooltipTrigger component to the UI target element, enter the name "upgrade_icon_tooltip", and set the trigger to OnHover. Set Tooltip Text to True and add the description that should be displayed. See <a href="../creating-tooltips-for-scene#add-external-triggers">External Triggers</a>. Example is also available in the Demo Scene (Tips).</p></td></tr><tr><td><p><sub><em>Darkest Dungeon II</em></sub></p><p>Hovering over a UI object (a skill, upgrade icon, card, etc.) displays its description.</p></td><td><strong>Alternatively, if there are many UI objects</strong> and configuring each prefab individually is impractical: create an item in the Tooltip Collection with a unique name. Set Trigger = OnHover, ByType, UI, and UI Pointer Prefab = UIPointerHighlightedText. In this prefab, open the UIPointerAnimation component and edit the RedesignConsideringTarget method. Add logic to define how the text or visuals should change depending on the target object. See <a href="../creating-tooltips-for-scene#configure-the-visual-depending-on-the-target">Example</a>.</td></tr><tr><td><p><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2FMlBX55r4AA04NMZzQVFc%2Fimage_2026-02-09_16-38-33.png?alt=media&#x26;token=14ec95bb-32f1-40ac-ba5f-e69d18070204" alt="" data-size="original"></p><p><sub><em>Songs of Conquest</em></sub><br>Hovering over 2D/3D object (location or an interactive object) displays its description.</p></td><td><p><strong>If the 2D/3D object to Hover is a prefab:</strong></p><p>Create an item in the Tooltip Collection with a unique name "interactive_obj_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText (or World Pointer Prefab = WorldText). Add a TooltipTrigger component to the World target element, enter the name "interactive_obj_tooltip", and set the trigger to OnHover. Set Tooltip Text to True and add the description that should be displayed. See <a href="../creating-tooltips-for-scene#add-external-triggers">External Triggers</a>.</p></td></tr><tr><td>Hovering over 2D/3D object (location or an interactive object) displays its description.</td><td><strong>Alternatively, if there are many objects</strong> and configuring each prefab individually is impractical: create an item in the Tooltip Collection with a unique name. Set Trigger = OnHover, ByType, 2D/3D, and UI Pointer Prefab = UIPointerHighlightedText (or World Pointer Prefab = WorldText). In this prefab, open the UIPointerAnimation component and edit the RedesignConsideringTarget method. Add logic to define how the text or visuals should change depending on the target object. See <a href="../creating-tooltips-for-scene#configure-the-visual-depending-on-the-target">Example</a>.</td></tr><tr><td>Hovering over an object triggers an extra outline on it, where the outline (or any other effect) is controlled by a separate component on the target object.</td><td>Add a TooltipTrigger to the hoverable object, uncomment the #region MethodForEditing section, set <code>bool activeState = isRaycasted;</code>, and assign the object’s outline component in the inspector. The script will automatically detect isRaycasted, and the outline will enable or disable depending on the state. See <a href="../creating-tooltips-for-scene#add-outlines">Example</a>. At least one Tooltip System is required in the scene.</td></tr><tr><td><p></p><p><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2FJYeJ5MQyfxwRCSH00evD%2Fimage_2026-02-09_19-33-18.png?alt=media&#x26;token=2545ba12-85e0-4490-9c4f-0be1309f65fe" alt="" data-size="original"></p><p><sub>Amnesia: The Bunker</sub><br>Hovering over an interactive object with the center of the screen triggers the interaction icon or cursor change, and moving away hides or changes it.</p></td><td>Сreate an item in the Tooltip Collection with a unique name. Set Trigger = OnScreenCenter, ByType, 2D/3D (or differentiate by component if the targets have a specific one). Use the OnTooltipStart/Complete fields. By default, you can use the ShowScreenCenterIcon method, which displays the built-in ScreenCenterIcon prefab. Replace it or add your own logic to control external objects. See <a href="../creating-tooltips-for-scene#edit-collection">Example</a>.<br><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2F3EVRIWNflALqhO4ROjeG%2Fimage_2026-02-09_20-00-56.png?alt=media&#x26;token=58166786-c9c3-4c93-923e-7968dfc944f9" alt=""></td></tr><tr><td><p><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2FqFgR5eRMGXoYUqNMmNfq%2Fimage_2026-02-09_20-35-20.png?alt=media&#x26;token=ec07d279-6135-4914-ba1f-1405f0841845" alt="" data-size="original"></p><p><sub>Valiant Hearts: The Great War</sub><br>Player movement near the target triggers an interaction hint. For example, walking past a location that is available to visit.</p></td><td><p><strong>If the side from which the player approaches does not matter:</strong></p><p>Create an item in the Tooltip Collection with a unique name "avaliable_path_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText (or another suitable prefab with an interaction icon or key). Add a TooltipTrigger component to the activation zone, for example, to a door object or a chest, enter the name "avaliable_path_tooltip", and set Trigger = OnDistance, Distance Target = "Player" (or another). Specify the distance at which the trigger activates.</p></td></tr><tr><td>Player movement near the target triggers an interaction hint. For example, walking past a location that is available to visit.</td><td><p><strong>If the side matters (facing required):</strong></p><p>Create an item in the Tooltip Collection with a unique name "avaliable_path_tooltip". Set Trigger = External Trigger Only and UI Pointer Prefab = UIPointerHighlightedText (or another suitable prefab with an interaction icon or key). Add a TooltipTrigger component to the activation zone, for example, to a door object or a chest, enter the name "avaliable_path_tooltip", and set Trigger = OnTriggerCollision, Required Tag = "PlayerViewZone" (or another). So interaction with the target is controlled by colliders and it is expected that the player’s view zone collides with what the player can actually see ahead.</p></td></tr><tr><td><sub>Valiant Hearts: The Great War</sub><br>Passing by the target triggers an outline on it (or another visual effect on the target).</td><td>Add a TooltipTrigger to the target object. Set it up to detect distances or collisions, as described above. Then uncomment the #region MethodForEditing section, set <code>bool activeState = isWithinDistance || isTriggered;</code>, and assign the object’s outline component in the inspector. The script will automatically detect activeState, and the outline will enable or disable depending on the state. See <a href="../creating-tooltips-for-scene#add-outlines">Example</a>. At least one Tooltip System is required in the scene.</td></tr><tr><td><p><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2FnlMQybVKWszN6mXBXmC9%2Fimage_2026-02-11_03-01-53.png?alt=media&#x26;token=c528c656-4902-4898-9ed7-4b46edfc7afa" alt="" data-size="original"></p><p><a href="https://assetstore.unity.com/packages/templates/systems/racing-starter-kit-free-169750"><sub><em>Racing Starter Kit FREE</em></sub></a><br>The navigator arrow points toward the target, like in racing games.</p></td><td>Create an item in the Tooltip Collection with a unique name "arrow_navigator". Set Trigger = External Trigger Only and World Pointer Prefab = 3DRoadNavigator. Call tooltip manually for a specific target by passing the target through the SceneReferences methods SetTooltipTarget and ShowTooltip. See <a href="../../data/methods-for-editing#scenereferences.cs">Example</a>.</td></tr></tbody></table>

{% columns %}
{% column width="50%" %}

<figure><img src="https://3177874520-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FEJ8JFKcPpASAN5cAhCbl%2Fuploads%2F4M8QlN9puEFFuSlEhgCW%2FUntitled913.png?alt=media&#x26;token=2f418e48-5140-46ed-bb0a-9b8f63f49e58" alt=""><figcaption></figcaption></figure>
{% endcolumn %}

{% column width="50%" %}
Consider the advanced [**Automatic Tutorial Maker** *→*](https://u3d.as/3tsL)

This asset can automatically trigger tutorial steps and take targets directly from a collection list, without the need to write any code for launch. It also supports more interactions, conditions for finishing tooltip, supports tooltip automatic generation based on dev\`s input at runtime. Create game tutorials much easier (for example, run the scene and record \[press E], so ATM generates a hint for the player asking to press E, which you can customize).

Automatic Tutorial Maker includes the full Dynamic Hover Tooltips content with add-ons. If you own the Dynamic Hover System, purchase it for **$5 instead of $40**.

{% embed url="<https://youtu.be/HfLJv78Ezgc>" %}
{% endcolumn %}
{% endcolumns %}
