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Resources: Overview

An explanation of what resources do and a high level overview of each category.

 

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Resources are the building blocks of a frame. They are used to control interactions, display media, and UI elements, control characters, alter 3D objects, and create assessments. When a frame in a script opens, resources "activate". Sometimes they remain active (like a persistent UI element or a looping animation) and sometimes they "close". An author can use this "close" event (and other events emitted by resources) to control the flow of a script.

Motive 3D

The 3D resources are used for placing, moving, and altering the 3D objects in the scene.

  • Apply Effect: To add animations or particle effects to an item
  • Equip or Unequip: To add or remove equipment to/from another object in the scene
  • Equip Target: Indicate the target of an equippable object (can be on the trainee's body or on another object)
  • Move Object: Move an object to another location in the scene
  • Move User: Move the trainee to another location in the scene
  • Positional Anchor: Give coordinates to set an anchor in the scene
  • Scene Anchor: An anchor set up in Unity before authoring
  • Scene Object: An intractable object in the scene - must be added if you want to use it in a script
  • Select object from interaction: If there are several of the same kind of object in a scene (ex: rubber gloves in a box) this allows you to target the one the user interacts with
  • Set Object Properties: Control the colour, visibility, and light of an object
  • Spawn asset: Introduce a 3D asset into the scene
  • UI Anchor: An positional anchor specifically for UI - it orients the UI toward the user 

Annotation (part of 3D)

The annotation resource creates a persistent label on an object.

Character Actions (part of 3D)

The set of Character Action resources allow you to control the characters in the scene:

  • Facial Expression: Apply facial expressions to a character
  • Look At: Have the character look at the trainee or other items in the scene
  • Reach: Have the character reach for an object
  • Navigate to: Have a character walk to an object
  • Turn to: Have a character turn to an object

Object Interactions (part of 3D)

Object interactions dictate the way the user is meant to interact with the objects in the scene.

  • Gaze: The user looks at an object for a specified amount of time
  • Turn Towards: The user turns toward or away from an object in the scene
  • Point At: the user points at an item with the VR controller
  • Select: The points at items and clicks ("selects")
  • Use Tool: The user picks up an item and uses it on another item in the scene.
  • Menu Option: Adds a multi-option menu to an object in the scene
  • Set Object State: Changes the state of an object (for example: open, closed)
  • Grasp: User picks up an item by grasping
  • Touch: User places a hand on object
  • Place: User picks the object up and puts it down on a predetermined target
  • Equip: User picks up an object and places it "on" themselves (like clothing or equipment) or another object in the scene.
  • Unequip: User removes equipment from themselves or other objects
  • Use: User "uses" an object (like spraying a hose or dispensing hand sanitizer). 

For a deeper dive on Object Interactions, click here.  

Motive Core

The core resources are for managing scripts, frames, and variables. 

  • Behaviour Model: Sets up a series of behaviours that belong to an object in the scene. These behaviours are monitored by variables.
  • Close frame: Lets the author close the targeted frame.
  • Custom Event: Create a custom event to use in later frames.
  • Deactivate Resource: End an active resource
  • End Script: End the current script: ends all scrips launched by the current script as well
  • Launch New Script: launches a new script from the current script
  • Replay Frame: replays the specified frame
  • Set System State: This allows you to set a state that can be used to mark progress, make decisions, etc (eg. stage one complete)
  • Story Point: A way to track progress in a scenario - create a list of important points in the narrative, mark when those points occur

Motive Learning

Assessment & learning tasks.


  • Choose Between: Select the right object from the group presented - answers can dictate branching
  • Multiple Choice: Multiple choice question - answers can dictate branching

Motive UI

UX and UI elements in the scene

Guides

Guides are persistent - they are not dismissible by the user they can be in the following forms:

Inspector

Inspectors appear on interaction by the user (like click an item to reveal more information. Can also be:

  • Screen Media
  • Itemized List
  • Screen Message

Playable Content

Interactive panels that the user can look at and then dismiss with a click (in the case of Screen media and screen message). They are transient in the scene (they end).

  • Screen media
  • Notification: A quick message - can be accompanied by an icon and/or a sound effect
  • Audio: Sound files to play in the experience - can be background noise, voiceover, sound effects, etc.
  • Screen Message