INTERFACE-DRIVEN INTERACTION
To decouple the player controller from world objects, I implemented an Interface-based Interaction System (`I_Interactable`).
The `Interactor` class utilizes Physics.OverlapSphereNonAlloc for garbage-collection-friendly detection. By checking for the interface rather than specific classes, the system is modular—allowing Chests, Doors, and NPCs to share unified input logic without hard dependencies.