Overview of Grasp, an Object Interaction Resource
For information on what Object Interactions are, click here.
The Grasp object interaction emits an event once the user grasps an object in the scene using their controller.
An example of how the Grasp object interaction could be used is when the user needs to grab a tool from a tool kit. Once the tool is grasped, a notification can appear, showing the user how the specific tool can be used.
|World Object||The item the learner should grasp.|
|Require All Targets||If more than one World Object is designated, this would require all. Otherwise referred to as Target Object.|
|Prompts||Add an effect or text to draw attention to the item you'd like the learner to grasp.|
|Prompt Anchor||Object Interaction prompts without an anchor will end up on the object you are targeting because they’re meant as annotation or extra information about the object in question. If you want to accompany an Object Interaction with additional information for the learner, you could add a Notification or Screen Message to the frame as well.|
|Event||Determine an event or Custom Event to fire along with any other events that would normally fire after the learner has grasped the item. This field is generally used to distinguish between different options for branching.|
|Require All Inputs||If more than one Input is designated, this would require all.|
|Persistent||Will stay open and continue listening for Input and will continue to fire scripted events. If this is chosen, the close event cannot be used as it doesn't close.|
|Interacted Objects||If multiple World Objects are identified, you can add a variable here that contains a record of the World Objects the learner has interacted with and the variable then affects only those in that list.|
Example In the Headset:
In the Workshop, I'd like the learner to pick up the Jigsaw.
- Add the Grasp resource to a frame.
- If the object (jigsaw) is not added as a scene resource already, do so.
- Choose the object to be grasped from the World Objects dropdown.
- Prompts can be used to give the learner direction. In this example, I've added text and anchored the text on the workbench.
In the headset, the learner will see the prompt and know to grasp the correct object.