How do I make a pickpocket effect?

Solution 1:

The way I would understand pickpocketing in Rec Room is this: One player holsters an object in one of the hip equip slots. Another player is able to grab that object from the hip equip slot.

How could this be implemented? By default other players cannot grab anything from a hip equip slot. So, to allow for the possibility of pickpocketing, you might have to holster an invisible object that is connected to a player trigger zone around it and a clamp gizmo which is connect to the actual object. Some circuits might be able to do the following: if another player enters the trigger zone, the clamp gizmo unclamps the object such that it can be grabbed. In case the object is not grabbed and the other player exits the trigger zone, the clamp might reclamp the object.

Obviously, things become more difficult if it should be possible to pickpocket the object from the thief.