Overview
This resource is used when the author wants to listen for an object to be in a specific state. For example, a beaker must be attached to its stand before you can move on to the next step. A behaviour model defines and tracks this state (attached/unattached in this example).
Required Fields
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Field Name | Description |
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World Object | The Object the State applies to. |
Behaviour Model | Behaviour Models allow you to map named object states into elements that can be managed in a Motive Script. Assemblers will create Behaviour Models and add them to a catalogue in your Storyflow Project. |
State | The State of the Behaviour Model (example: Is a door OPEN or CLOSED). |
Optional Fields
Field Name | Description |
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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. |
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. |
Compare/Value | This option allows you to specify that you want to take action once the behaviour model I specify enters the state I identify. In other words, you are waiting for WORLD OBJECT to enter STATE before the scenario continues. Note that this field may look different visually depending on the type of behaviour model used. Example: World Object = Beaker, State=Attached to stand. If I check this box, then the scenario would not continue until the learner attaches the beaker to the stand. The opposite can be true as well, I can listen for the beaker to be unattached (represented by being unchecked in this instance). If the scenario starts and it is set up that the beaker is already attached, then by removing the beaker, the state changes and the scenario can continue. |
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. |
Events
Open, Activate, Close (if not persistent), Complete, Custom
Example in the Headset
In the Motive Lab, there is a Cleaning Beaker that can be attached to a Beaker Stand.
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