World Items are a major facet of the exploration and survival elements of the game. Most rewards, unlocks, chests, etc. give items through spawning them into the world as “World Items”. The interaction with World Items are meant to be fast and fluid.
The way the animations flow is that upon compressing the interact button [X] the unit will lean and quickly pick up the world item. Clipping it to a hand bone.
Then, based on pick up conditions, will flow from the grab animation towards a conclusive action. Pick up, Inventory full drop, Harvest, and Eat.
Harvesting and Eating will play while the player holds the alternate interact. (Keeping the button depressed until a timeout) In the animations will be a “consume” event which commits to the Eat or Harvest, this is the point in which the visual action consumes the item.
However, if you let go of the alternate action before it is committed, then it will default to “pick up” crossfading to the pick up action based on the inventory.
Upon tapping the interact button [X] or interrupting the alternate action, the unit will try to pick up the item. An inventory space check will happen and either the unit will drop the item aside, loosing the item clip from the hand bone. Or the unit will bring the item to their body and an inventory enter commit event will fire. Putting the item into the inventory, while destroying the world item.