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Brief description of what a

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Behavior Model is and how they work

Definition

A behaviour model Behaviour Model is a set of states or behaviours inherent to a 3D asset. They are added to the asset using the Motive Unity SDK. They are useful when you need to be able to detect the state of an object (ex: open or closed) and use that state to progress in a scenarioScenario.

Example

In a maintenance scenariothe Motive Lab, we have a piece of equipment that has screws holding a tray in placeGas Nozzle that is spurting flame. We have added the state "fastened" as an inherent “open” as a behaviour of the screw asset gas nozzle in Unity. The fastened state can either be true (fastened) or false (unfastened). In StoryFlow This means when the (state = open) there is gas spurting from the bunsen burner and (state = not open) the gas and flame are out.

In Storyflow we can monitor this state and use it in the scenarioScenario. For instance, we might want to check that the screw is unfastened (fastened = false) gas nozzle is turned off before the learner removes the traymoves on to the next task.

Using Behaviour Models in StoryFlow

In order to be able to author using behaviour modelsBehaviour Models, there are a few setup steps.

1. Create a Behaviour Model

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Catalog

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2. Add

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Behaviour Model Definitions to the

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Catalog

For each behaviour model Behaviour Model that has been created in Unity with the SDK, you need to add it to your catalog Catalog to be usable in StoryFlowStoryflow. Here is what the behaviour model definition would look like for the screw “Open” example:

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3. Use the behaviour model with a "Set Object State" resource

In this example, we want something to happen once the screw is unfastenedGas Nozzel is in an opened state. We use a "Set Object State" resourceResource:

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We choose the scene object and the state we want the learner to set the object to:

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From here we can have this trigger the next action in a number of ways.

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