Interaction system with 3D prompts, progress, conditions, and targeting.
Display interactive 3D TextUI or DUI markers directly in the game world with customizable scale, icons, colors, and success/warning states.
Configurable hold keys, duration, and distance checks. Includes conditional validation via canInteract() and secure callback execution.
Prevents overlapping prompts and input spam by managing a busy state (LocalPlayer.state.TextUiBusy).
Automatic PED spawning and despawning based on player distance, supporting animations, scenarios, and integrated ox_lib points.
Uses squared distance checks and ox_lib points for efficient range detection and low CPU impact.
Ensures proper cleanup of DUIs, PEDs, and points when the resource stops. No leaks or dangling entities.
Interaction prompts use control IDs (default E/38) and optionally restrict to a single bind for stricter gameplay.
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It is a lightweight 3D world interaction system: it shows a hint icon when players are in range, swaps to a key/message panel up close, and triggers a callback when the bound key is pressed. It supports NPC dialogues, static positions and entities with custom icons, colors and distances.
No, Var-Interact is a standalone interaction system with its own 3D hints and hold-to-interact mechanic, a full alternative to ox_target or qb-target, with built-in dialogue tree support.
Through exported functions: pedRegister() for NPCs, positionRegister() for static coordinates, entityRegister() for specific entities, and entityRegisterByHash() to auto-add interactions to every instance of a model, each with custom messages, icons, colors and onInteract callbacks.
It only depends on ox_lib. Hash-based registrations run on a single shared scanner thread (interval configurable), so registering many models has negligible cost, and interaction configs resolve at runtime from shared/config.lua for live reloads.
Yes, it has no hard dependency on ESX or QBCore and works on any framework or standalone. Integration is done through the onInteract callbacks and optional dialogue system.
This is the Escrow (protected) version: the core client engine is compiled, but the server scripts and shared config (fxmanifest, config.lua, examples) are open. A Partial Open version is available if you need full source.