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Info

For an overview of Resources, click here.

For information on what Object Interactions are, click here.

Table of Contents

Overview

The Point At object interaction emits an event once the user points towards the specified object(s) with their controller. The author can specify the length of time in which the pointing must be held before the event is emitted.

An example of how the Point At object interaction could be used is when a character in the scene is asking the user where they can find a specific object. Once the user points at the object for a few seconds, the scenario can progress.

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Required Fields

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Title

Description

World Object

The object in the scene the learner is to point at.

Optional Fields

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Title

Description

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.

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.

Point At Duration

Length of time the learner must point at the object before the event is emitted (closed, complete, etc...).

Event

Determine an event or Custom Event to fire along with any other events that would normally fire.  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.

Events

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Activate, Open, Close (if not persistent), Complete, and Custom.

Example in the Headset

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This is a simple example of guiding the learner to point at an object in the Workshop.

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