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Resources: Overview

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


If the video is too small, mouse over the bottom right and click on the fullscreen icon after you hit play. 


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


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