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Info

Is there a term you feel should be added to this Glossary? Send us a quick message at support@motive.io and let us know!

The terms in this Glossary are for all Motive Platform components: Storyflow, Launch, Manage Organization, and the Unity SDK. Common Unity terms are not included.

360

360 Image

A quick way to create an immersive tour of a location. Learn More

A

Activate Event

The Activate Event is emitted in the context of a Resource. It is emitted when the Motive engine begins processing the container Frame for this Resource after any Precondition for the Frame has been satisfied. Learn More


Active Session

A session in Liveplay that has not yet ended. Learn More


Administrator (Admin)

A general term that refers to an individual with the ability to assign permissions, add users, and more. For specific types of Admins, see Identity Organization Admin, Launch Organization Admin, and Storyflow Organization Admin. Learn More


Agent

Used in Conversational AI, the Agent is the part of the system that is processing the language and determining keyphrase and intent matches. Learn More


AI

See Conversational AI


AI Organization Author

This permission gives the user the ability to use the AI features in Storyflow. Without this permission, the AI features will not be visible in Storyflow. Learn More


APK (Android Package Kit)

This is a file, or Allow Multiple Script Runners

Determine whether multiple “Script Directory Items” can be running simultaneously. Learn More


Animation Target (World Object Behaviour field)

If set, defines which Game Object in the hierarchy receives animations from the Effect Manager. Learn More


APK (Android Package Kit)

This is a file, or package, that will run the scenario and Environment in the VR headset. A true-to-life replica of your work environment will go a long way to making your training realistic.


App Version ConditionConfig

The App Version condition is met if the app version meets the condition (operator), given a version string.  Learn More

Apply Effect Resource

This Resource allows you to add animations or particle effects to an item. Learn More

Assembler

This is a term used by Motive staff to describe an individual leveraging the Motive SDK and Unity to assemble 3D training environments, enabling Authors to build the VR training.

Atom Icon

See Dynamic Icon.

Audio Resource

Sound files to play in the experience - can be background noise, voiceover, sound effects, etc. Learn More

Audio Filter Sets the App Config used to communicate with the Motive Service Cloud. Learn More


App Config Loader

If used, loads the App Config from an external file instead of from an asset in the project. Learn More


App Initializer

General-purpose initializer that sets up the core pieces of the Motive system. Learn More


App Setup

Sets the App Config and manages the startup sequence. Learn More


App Starter

Handles initial connection to StoryFlow API for API launch method and start running Main Scripts. Learn More


App Version Condition

The App Version condition is met if the app version meets the condition (operator), given a version string.  Learn More


Apply Effect Resource

This Resource allows you to add different effects to sounds in the environmentanimations or particle effects to an item. Learn More


AR App Initializer

Sets up AR features. Learn More


AuthorAssembler

This is a term used by Motive staff to describe an individual who is a learning professional who will build (and deliver) leveraging the Motive SDK and Unity to assemble 3D training environments, enabling Authors to build the VR training scenarios.

B

Backup

Storyflow Backups contain everything in the Project. A backup can be thought of as a snapshot in time of the Project. The backup can be used to restore the Project into a new Storyflow Project at any time. This can be useful for backing up versions of a Project that you may wish to Restore at some later date. Learn More


Behaviour Model Atom Icon

See Dynamic Icon.


Attach Target Highlighter

Target of an Attachable that can attach. Learn More


Attachable Clone Materials

Material to use when generating an Attachable “clone”--this is a guide used to give a visual indication of where an Attachable will actually attach if the user releases the object. Learn More


Audio Content Player

Handles default Playable Audio Content.


Audio Resource

Sound files to play in the experience - can be background noise, voiceover, sound effects, etc. Learn More


Audio Filter Resource

This Resource allows you to set up a series of behaviours that belong to an object in the scene. These behaviours are monitored by variables. add different effects to sounds in the environment. Learn More


Branching

Pathways through the learning content that are dependent on the actions of the learnerAuthor

This is a term used by Motive staff to describe an individual who is a learning professional who will build (and deliver) the VR training scenarios.


Auto Launch Script Runners

Determine whether previously running Script Launchers should re-launch on start. Learn More

Bundle

Storyflow Bundles are created to be uploaded to the Launch Server. They contain scenarios, the scripts needed to run them, and their associated catalogs and media. They do not contain everything in the Storyflow Project. This is ideal for Launch Server because it keeps the bundle size to a minimum. Learn More

C

Camera Effect Resource

This Resource allows you to manipulate colouring and more in environment. Learn More

Catalog

Catalogs are groups of items that can be reused in multiple scripts.

Within Storyflow, you can create various Catalogs for content that include media, scene objects, positional anchors, animations, and more. Basically, everything that you use in the scene originates from a Catalog and this is what makes the 3D scenes interactive. Learn More

Catalog Type

All Catalog items are organized by Catalog Type. The type is determined when you create catalog items. Learn More

Check System State Condition

The Check System State condition is met when the specified system state matches with the app's system state. Learn More

Child Frame

Also called a “Nested Frame” or “Sub Frame”. A Child Frame is indented and located underneath a “Parent” Frame. When you click on a Child Frame it will be in red and the Parent Frame will have a red stripe. Learn More

Choose Between Resource

This Resources allow you to have the learner select the right object from the group presented - answers can dictate branching. Learn More

Close Event

The Close event is emitted in the context of a Resource. It is intended to activate when the learner finishes interacting with or seeing the implementation of this Resource. Learn More

Close Frame Resource

This Resource enables the author to close the targeted frame. Learn More

Complete Event

The Complete event is emitted in the context of a Resource. It is intended to activate when the Resource finishes running. Learn More

Collaborator

Collaborators are individuals granted access to Workspaces. You can add a Collaborator to all of your Workspaces, or, only the ones they should have access to. Learn More

Completion Resource

This Resource allows you to track complete/incomplete with respect to Assessments. Learn More

Compound Condition

A Compound Condition is a set of sub-conditions joined by operators (and/or).  Learn More

Condition

A requirement that the script must meet before the next thing can happen. An example might be a screen message that must be closed before the audio instructions play. Closing the screen message is the condition in this case. Learn More

Conditional Branching

Conditions in Storyflow allow you to control when and if a frame starts. Sometimes, you’ll want to wait until something specific happens. Conditions allow you to do this. Learn More

Config Name

Found on the left side of the Storyflow Dashboard, this provides information about the connection to Motive Launch. Learn More

Confidence

Used in Conversational AI, the confidence refers to certainty the the Intent is a match. Learn More

Conversational AI

Conversational Artificial Intelligence (AI) refers to technologies, (like chatbots or virtual agents or in the case of Motive, characters in VR), which learners can talk to. Learn More

Custom Event

Custom Events are Events that you have created which can manipulate various other frames and scripts depending on the custom event activating. Learn More

Custom Event Condition

A Custom Event Condition is a Condition that becomes true when a Custom Event is emitted. A Custom Event is emitted when a Custom Event Resource is activated. Learn More

Custom Event Resource

This Resource allows you to create a custom event to use in later frames. Learn More

D

Dashboard

When you first log into a Storyflow Project, you will see the project Dashboard. The Dashboard provides access to all components that make up your VR learning experience.

The Dashboard is divided into multiple sections where you can gain further insight into the components and status of your project.

Within the Dashboard, you will find a collection of items that together create your VR learning experiences. Learn More

Date Time Condition

The Date Time condition is met if the current date & time meets the condition (operator), given a specified date / time.  Learn More

Deactivate Resource

This Resource allows you to end an active resource. Learn More

Device Authentication

See Provision VR Device

Dialog Resource

This Resource allows you to have the character speak an audio file. Learn More

Director Script

The Director Script is used to organize the scripts within a Scenario. It is a Motive Best Practice to have a Director Script launch from a Scenario. You can have multiple Director Scripts within a Project. One for each Scenario. Learn More

Dynamic Icon

This icon is in the shape of an Atom. It allows the author to create a Dynamic Variable.

E

Environment

The 3D learning environment that the learner sees and interacts with when they are completing scenarios in the headset. This is sometimes referred to as the “digital twin” of the real-life work environment. Learn More

Equip Resource

This Resource allows you to have the learner pick up an object and place it "on" themselves (like clothing or equipment) or another object in the scene. Learn More

Equip or Unequip Resource

This Resource allows you to add or remove equipment to/from another object in the scene. Learn More

Equip Target Resource

This Resource allows you to indicate the target of an equippable object (can be on the learner's body or on another object). Learn More

End Script Resource

This Resource lets you end the current script: ends all scrips launched by the current script as well. Learn More

ENUM

An enumerated list you can create and then use to create a variable with the items in the list. Learn More

Event

Events are created in Frames. Events occur throughout a scenario (some automatically, some authored). Authors can use these events to dictate what happens when. Learn More

Event Link Shortcut

An Event Link Shortcut creates a Condition from a Resource. It is located at the bottom right of every Resource in a blue button with the “+” icon. When chosen, you can choose the event that you want to listen for. Then a new child frame with the event inserted as a Condition will be created for you. Learn More

F

Facial Expression Resource

This Resource allows you to apply facial expressions to a character. Learn More

Fade Scene Resource

This Resource allows you to fade the scene in or out. Learn More

Frame

Frames are the building blocks of scripts. Imagine an authored script as a presentation, and each frame is a slide. Frames are where you control the specific actions that happen in a scenario. It could be a message appearing, media playing, item interactions, and assets becoming available through spawning. Learn More

Frame Precondition

Frames can have a Precondition that listens for a specific Event. Once this Event is emitted, the Frame’s Precondition will be satisfied, and the Resources within that Frame will begin their processing. Learn More

Frame Processing

A script can have many frames. The order and relationship between frames impact when they will be processed by the system. Learn More

G

Gaze Resource

This Resource allows you to have the learner look at an object for a specified amount of time. Learn More

Global Event

These are Events that can be saved and used across all your scripts. If not chosen, any Event created in a Script will only be able to be used in that one script. Learn More

Grasp Button

A button on your VR Controller Used to manipulate items in the scene. Learn More

Grasp Resource

This Resource allows you to have the learner pick up an item by grasping. Learn More

H

Hotspot Resource

This Resource allows you to add an area in the environment the learner can interact with. Learn More

Hub

This is part of the Motive Platform. When you first log into Motive, you will find yourself at the Hub. The Hub is the main dashboard that connects you to the other components of the platform. Learn More

I

Identity Organization Admin

A super administrator of an organization. Gives the ability to add users, assign roles and configure single-sign on for the organization. Learn More

Import Catalogs

If you have more than one project in Storyflow you can import the catalog contents between projects. Learn More

Import Media

If you work on multiple projects in Storyflow you can re-use media content across projects by importing it. Learn More

Inside Region Condition

You can set up named regions in your scene that authors can use to trigger events and actions in their scripts. Learn More

isGlobal

A feature of Variable creation. You are able to use this variable in any other script in your project. Learn More

isInput

A feature of Variable creation. When you make a variable an input, you automatically create a template script that accepts a value for this variable as an input. Learn More

isOutput

A feature of Variable creation. It lets a Script send a value back into the Script that called it. Learn More

Intent

Used in Conversational AI, an Intent is the intention behind the message the AI service receives from the person speaking. Learn More

Itemized List Resource

The Itemized List resource creates a panel containing a list of items. Each item can either be a text item or a checklist item. This resource provides learners with information regarding a task. Learn More

J

K

Keyphrase

Used in Conversational AI, A Keyphrase is a specific word or phrase that the learner needs to say to be recognized. Learn More

L

Launch

Launch is part of the Motive Platform. Launch is used to Manage your VR training rollout. Launch allows Authors to determine who gets the content, how they get it, and the format it is delivered in. Essentially, Launch provides VR content management functionality for you to seamlessly roll out your immersive training. Learn More

Launch New Script Resource

This Resource launches a new script from the current script. Learn More

Launch Learner

A learner in the organization. They are able to view and start only their own training content. Learn More

Launch Organization Admin

An administrator of the Launch service. They are able to manage and assign roles for spaces within Launch. Learn More

Launch Organization Member

This permission gives the user the ability to access Launch and be added to spaces to configure and monitor training content. Learn More

Liveplay Member

This permission gives the user the ability to use the Liveplay features in Storyflow. Without this permission the Liveplay features will not be visible in Storyflow. Learn More

Look At Resource

This Resource allows you to have the character look at the trainee or other items in the scene. Learn More

M

Main Frame

This is the frame created by Storyflow that is needed for the structure of a script. You cannot add Resources to this frame. When you want to create a Top Level Frame you will use the “+” icon to the right of the Main Frame. Learn More


Manage Organization

Manage Organization is part of the Motive Platform, and contains the Administrator features to manage your organization’s Motive account. Learn MoreAvatar Configurator

Can define a set of delegates to perform configuration on avatars in the scene. Learn More


Avatar UI Handler Prefab

UI handler for World Objects that are identified as Avatars--defined as any World Object with an Animator component with the “isHuman” flag set. Learn More


Avatars (Unity Configuration)

Manages Avatar configuration. Avatars are defined as any World Object with an Animator attached with “isHuman” set to true. Learn More

B

Backup

Storyflow Backups contain everything in the Project. A backup can be thought of as a snapshot in time of the Project. The backup can be used to restore the Project into a new Storyflow Project at any time. This can be useful for backing up versions of a Project that you may wish to Restore at some later date. Learn More


Behaviour Model Resource

This Resource allows you to set up a series of behaviours that belong to an object in the scene. These behaviours are monitored by variables. Learn More


Branching

Pathways through the learning content that are dependent on the actions of the learner. Learn More


Build Settings

Configures settings for different build configurations. These settings are used by other components to enable/disable features. Learn More


Bundle

Storyflow Bundles are created to be uploaded to the Launch Server. They contain scenarios, the scripts needed to run them, and their associated catalogs and media. They do not contain everything in the Storyflow Project. This is ideal for Launch Server because it keeps the bundle size to a minimum. Learn More

C

Camera Effect Resource

This Resource allows you to manipulate colouring and more in environment. Learn More


Catalog

Catalogs are groups of items that can be reused in multiple scripts.

Within Storyflow, you can create various Catalogs for content that include media, scene objects, positional anchors, animations, and more. Basically, everything that you use in the scene originates from a Catalog and this is what makes the 3D scenes interactive. Learn More


Catalog Type

All Catalog items are organized by Catalog Type. The type is determined when you create catalog items. Learn More


Character

This is the digitally created person in a learning environment. Sometimes referred to as an avatar.


Check System State Condition

The Check System State condition is met when the specified system state matches with the app's system state. Learn More


Child Frame

Also called a “Nested Frame” or “Sub Frame”. A Child Frame is indented and located underneath a “Parent” Frame. When you click on a Child Frame it will be in red and the Parent Frame will have a red stripe. Learn More


Choose Between Resource

This Resources allow you to have the learner select the right object from the group presented - answers can dictate branching. Learn More


Click To Equip

If true, users can equip an item defined in an “Equip Item” Object Interaction by simply pointing-and-clicking an object instead of making the proper equip motion of moving the object onto the right Equip Target. Learn More


Close Event

The Close event is emitted in the context of a Resource. It is intended to activate when the learner finishes interacting with or seeing the implementation of this Resource. Learn More


Close Frame Resource

This Resource enables the author to close the targeted frame. Learn More


Complete Event

The Complete event is emitted in the context of a Resource. It is intended to activate when the Resource finishes running. Learn More


Collaborator

Collaborators are individuals granted access to Workspaces. You can add a Collaborator to all of your Workspaces, or, only the ones they should have access to. Learn More


Completion Resource

This Resource allows you to track complete/incomplete with respect to Assessments. Learn More


Compound Condition

A Compound Condition is a set of sub-conditions joined by operators (and/or).  Learn More


Condition

A requirement that the script must meet before the next thing can happen. An example might be a screen message that must be closed before the audio instructions play. Closing the screen message is the condition in this case. Learn More


Conditional Branching

Conditions in Storyflow allow you to control when and if a frame starts. Sometimes, you’ll want to wait until something specific happens. Conditions allow you to do this. Learn More


Config Name

Found on the left side of the Storyflow Dashboard, this provides information about the connection to Motive Launch. Learn More


Confidence

Used in Conversational AI, the confidence refers to certainty the the Intent is a match. Learn More


Conversational AI

Conversational Artificial Intelligence (AI) refers to technologies, (like chatbots or virtual agents or in the case of Motive, characters in VR), which learners can talk to. Learn More


Custom Event

Custom Events are Events that you have created which can manipulate various other frames and scripts depending on the custom event activating. Learn More


Custom Event Condition

A Custom Event Condition is a Condition that becomes true when a Custom Event is emitted. A Custom Event is emitted when a Custom Event Resource is activated. Learn More


Custom Event Resource

This Resource allows you to create a custom event to use in later frames. Learn More

D

Dashboard

When you first log into a Storyflow Project, you will see the project Dashboard. The Dashboard provides access to all components that make up your VR learning experience.

The Dashboard is divided into multiple sections where you can gain further insight into the components and status of your project.

Within the Dashboard, you will find a collection of items that together create your VR learning experiences. Learn More


Date Time Condition

The Date Time condition is met if the current date & time meets the condition (operator), given a specified date / time.  Learn More


Deactivate Resource

This Resource allows you to end an active resource. Learn More


Default Anchor UI Handler Prefab

UI handler for World Objects that have no mesh renderers and expect UI elements to be anchored on a particular point. Learn More


Default Highlighter

Fallback highlighter for uses not otherwise identified. Learn More


Default Navigation Animation

Animation controller to handle character navigation walk/run/turn etc. Learn More


Default Navigation Speed

Speed for “Navigate To” action if not set in Resource. Learn More


Default UI Handler Prefab

UI handler for World Objects with meshes that aren’t Avatars. Learn More


Device Authentication

See Provision VR Device


Dialog Resource

This Resource allows you to have the character speak an audio file. Learn More


Director Script

The Director Script is used to organize the scripts within a Scenario. It is a Motive Best Practice to have a Director Script launch from a Scenario. You can have multiple Director Scripts within a Project. One for each Scenario. Learn More


Disable Physics During Reset

If true, disables the physics engine while a Scenario is resetting to avoid collisions and other physics side-effects while a scene is being reset to its initial state. Learn More


Duck for Narrator

Whether to duck system, ambient, and other sounds when a Narrator track is playing. Learn More


Duck Resume Delay

How long to wait after a Narrator track is finished playing to un-duck any ducked audio. Learn More


Dynamic Editor

An area of the Dashboard that allows you to create custom Dynamic Variables. Learn More


Dynamic Config

Generally not used in VR training, but can be used to launch a login flow for choosing App Configs dynamically. Learn More


Dynamic Icon

This icon is in the shape of an Atom. It allows the author to create a Dynamic Variable.


Dynamic Variable

Dynamic variables generally represent fields in resources. Their values can be changed during the scenario based on learner input and other events while the scenario is running. Learn More

E

Editor Config

Build configuration when running in Editor. Learn More


Environment

The 3D learning environment that the learner sees and interacts with when they are completing scenarios in the headset. This is sometimes referred to as the “digital twin” of the real-life work environment. Learn More


Equip Resource

This Resource allows you to have the learner pick up an object and place it "on" themselves (like clothing or equipment) or another object in the scene. Learn More


Equip or Unequip Resource

This Resource allows you to add or remove equipment to/from another object in the scene. Learn More


Equip Target Resource

This Resource allows you to indicate the target of an equippable object (can be on the learner's body or on another object). Learn More


End Script Resource

This Resource lets you end the current script: ends all scrips launched by the current script as well. Learn More


ENUM

An enumerated list you can create and then use to create a variable with the items in the list. Learn More


Equip Manager

Manages Equippable Objects and Equip Targets. Learn More


Event

Events are created in Frames. Events occur throughout a scenario (some automatically, some authored). Authors can use these events to dictate what happens when. Learn More


Event Link Shortcut

An Event Link Shortcut creates a Condition from a Resource. It is located at the bottom right of every Resource in a blue button with the “+” icon. When chosen, you can choose the event that you want to listen for. Then a new child frame with the event inserted as a Condition will be created for you. Learn More


Exclusive

This toggle is for a type of frame. If you have a set of Exclusive frames at the same level then only one can open at a time. It's a way to control flow to only follow one path.

F

Facial Expression Resource

This Resource allows you to apply facial expressions to a character. Learn More


Fade Duration

Crossfade duration for Soundtrack audio. Learn More


Fade Scene Resource

This Resource allows you to fade the scene in or out. Learn More


File Name

The file name to use for the App Config. Learn More


Fix UI Position (World Object Behaviour Field)

Fixes the position of any UI elements, does not attempt to avoid collisions or move for better viewability. Learn More


Fix UI Rotation (World Object Behaviour Field)

Disables any “Billboard” UI elements and fixes the rotation of any UI elements. Useful for anchoring elements on walls. Learn More


Frame

Frames are the building blocks of scripts. Imagine an authored script as a presentation, and each frame is a slide. Frames are where you control the specific actions that happen in a scenario. It could be a message appearing, media playing, item interactions, and assets becoming available through spawning. Learn More


Frame Precondition

Frames can have a Precondition that listens for a specific Event. Once this Event is emitted, the Frame’s Precondition will be satisfied, and the Resources within that Frame will begin their processing. Learn More


Frame Processing

A script can have many frames. The order and relationship between frames impact when they will be processed by the system. Learn More

G

Gaze Resource

This Resource allows you to have the learner look at an object for a specified amount of time. Learn More


Gaze Duration Threshold

How long a user needs to “gaze” at an object before a Gaze report is generated. Learn More


Global Event

These are Events that can be saved and used across all your scripts. If not chosen, any Event created in a Script will only be able to be used in that one script. Learn More


Grab Focus Highlighter

Grabbables when they are focused by a Grabber. Learn More


Grab Hold Highlighter

Grabbables with “Highlight When Held” set. Learn More


Grasp Button

A button on your VR Controller Used to manipulate items in the scene. Learn More


Grasp Resource

This Resource allows you to have the learner pick up an item by grasping. Learn More

H

Highlight Effect Highlighter

Highlight effect applied by a Storyflow Script. Learn More


Highlight Object (World Object Behaviour Field)

If set, defines which Game Object in the hierarchy receives highlights through the Highlight Manager. Learn More


Highlight Renderers (World Object Behaviour Field)

If set, defines which Renderers are used for highlights. Learn More


Host

This is a term used for Liveplay. It refers to the individual that is hosting the Liveplay scenario and managing participants. Learn More


Hotspot Resource

This Resource allows you to add an area in the environment the learner can interact with. Learn More


Hub

This is part of the Motive Platform. When you first log into Motive, you will find yourself at the Hub. The Hub is the main dashboard that connects you to the other components of the platform. Learn More

I

Identity Organization Admin

A super administrator of an organization. Gives the ability to add users, assign roles and configure single-sign on for the organization. Learn More


Ignore Reports of Type

Optional list of report types to ignore. Report types are defined in the ReportType.cs file. Learn More


Import Catalogs

If you have more than one project in Storyflow you can import the catalog contents between projects. Learn More


Import Media

If you work on multiple projects in Storyflow you can re-use media content across projects by importing it. Learn More


Init Components

Components to run during the initialization phase. Learn More


Initialize On Start

If true, initializes the Engine on start. Otherwise wait for a configuration from a Launch Session. Learn More


Inside Region Condition

You can set up named regions in your scene that authors can use to trigger events and actions in their scripts. Learn More


Intent

Used in Conversational AI, an Intent is the intention behind the message the AI service receives from the person speaking. Learn More


Interactible Colliders (World Object Behaviour Field)

If set, defines which Colliders in the hierarchy are interactible. Useful for breaking apart World Objects in a complex hierarchy like a machine. Learn More


Interactible Focus Highlight

Interactible is focused by a controller. Learn More


Interactible Object (World Object Behaviour Field)

If set, defines which Game Object in the hierarchy represents the interactible object (receives events, clicks, etc.). Learn More


Interactible Prompt Highlight

World Object Interactible “Highlight” prompt in Storyflow. Learn More


isGlobal

A feature of Variable creation. You are able to use this variable in any other script in your project. Learn More


isInput

A feature of Variable creation. When you make a variable an input, you automatically create a template script that accepts a value for this variable as an input. Learn More


isOutput

A feature of Variable creation. It lets a Script send a value back into the Script that called it. Learn More


Itemized List Resource

The Itemized List resource creates a panel containing a list of items. Each item can either be a text item or a checklist item. This resource provides learners with information regarding a task. Learn More

J

K

Keyphrase

Used in Conversational AI, A Keyphrase is a specific word or phrase that the learner needs to say to be recognized. Learn More

L

Launch

Launch is part of the Motive Platform. Launch is used to Manage your VR training rollout. Launch allows Authors to determine who gets the content, how they get it, and the format it is delivered in. Essentially, Launch provides VR content management functionality for you to seamlessly roll out your immersive training. Learn More


Launch - Admin

This is a component of Launch. The Admin area allows you to manage and create Spaces in Launch. Learn More


Launch - Applications

This is a component of Launch. Launch 3rd party applications built with the Motive Lightweight SDK “LSDK”. Learn More


Launch - Collaborators

This is a component of Launch. This is where an admin will view and manage collaborators in the space. Learn More


Launch - Content

This is a component of Launch. Content from Storyflow can be uploaded here and must be done before you can create a Module. Learn More


Launch - Devices

This is a component of Launch. A list and area to manage the VR headsets the Learners will use in the training. Learn More


Launch - Home

This is a component of Launch.. This area provides a dashboard of your Launch area. Learn More


Launch - Launchers

This is a component of Launch. Launchers allow learners to connect to the learning. This is used when the author is not using an LMS. Read More


Launch - Learners

This is a component of Launch. In this area you can view learners and drill down to see their training sessions and device logs. Learn More


Launch - LRS Credentials

This is a component of Launch. Set up your LRS credentials in this area. Learn More


Launch - Modules

This is a component of Launch. In this area you can see and create modules from uploaded Storyflow content. You will then use these Modules to distribute training to learners. Learn More


Launch - Organization

This is a component of Launch. The Organization dropdown allows you to view the Launch Space for this Organization. Learn More


Launch - Scenarios

This is a component of Launch. This area allows you to break down analytics by scenario. Learn More


Launch - Sessions

This is a component of Launch. It provides a more detailed look at learner sessions. Learn More


Launch - Sessions Overview

This is a component of Launch. This provides an overview of training sessions completed by learners in Dashboard form. Learn More


Launch - WebGL

This is a component of Launch. In this area you can configure your WebGL project. Learn More


Launch From Bundle Config

Determine which Scenarios to show if launching directly from a bundle. Learn More


Launch From Storyflow Config

Determine which Scenarios to show if launching directly from Storyflow. Learn More


Launch New Script Resource

This Resource launches a new script from the current script. Learn More


Launch Learner

A learner in the organization. They are able to view and start only their own training content. Learn More


Launch Organization Admin

An administrator of the Launch service. They are able to manage and assign roles for spaces within Launch. Learn More


Launch Organization Member

This permission gives the user the ability to access Launch and be added to spaces to configure and monitor training content. Learn More


Learner

This is a term used by Motive staff to describe the individuals that will complete the learning modules.


Live

This toggle is for a type of frame. Live means that the condition is constantly monitored. If the condition ever changes to "false" then the frame closes. If it toggles to "true" it opens again, etc.


Liveplay

A Motive feature that allows multiple individuals to enter the same scenario and interact with each other. Learn More


Liveplay Member

This permission gives the user the ability to use the Liveplay features in Storyflow. Without this permission the Liveplay features will not be visible in Storyflow. Learn More


Liveplay Streaming

Allows an individual to watch the Liveplay session on their computer. Learn More


Local Agent Info

Agent info to use if using a baked-in configuration. Learn More


Look At Resource

This Resource allows you to have the character look at the trainee or other items in the scene. Learn More

M

Main Frame

This is the frame created by Storyflow that is needed for the structure of a script. You cannot add Resources to this frame. When you want to create a Top Level Frame you will use the “+” icon to the right of the Main Frame. Learn More


Manage Organization

Manage Organization is part of the Motive Platform, and contains the Administrator features to manage your organization’s Motive account. Learn More


Manage Organization - Client Credentials

This is a component of Manage Organization. This area is typically used by Motive customers that are building their own APKs. Learn More


Manage Organization - Data Usage

This is a component of Manage Organization. This area provides information on the number of sessions used. Learn More


Manage Organization - Local Login

This is a component of Manage Organization and is a type of Login Provider. Local Login requires an email and password to login. Learn More


Manage Organization - OIDC

This is a component of Manage Organization and is a type of Login Provider. This provides the single-sign (SSO) on capability. Learn More


Manage Organization - Organizations

This is a component of Manage Organization. The Organization area lists all of the users that have been added to your Organization. Learn More


Manage Organization - Team

This is a component of Manage Organization. If you have invited individuals outside of your Organization and given access to your account, they would be listed here. Learn More


Manage Organization - Users

This is a component of Manage Organization. In this area you can manage Organization and Teams. Learn More


Max Instances

The total maximum number of objects that can be produced. -1 means no limit.


Media

Media can be uploaded to Storyflow and can include icons, sounds, audio, voiceovers, video, and images.  Learn More


Menu Button

A button on your VR controller that brings up the Scenario Menu. Learn More


Menu Option Resource

This Resource allows you to add a multi-option menu to an object in the scene. Learn More


Motive VR

This is a Motive Prefab. This prefab has the standard components required to run Motive VR scenarios. Learn More


Motive Unity SDK

Designed to streamline the development of immersive experiences using Unity. With Motive, content creators can take unprecedented control over a Unity scene using Storyflow, a drag-and-drop authoring tool designed for creative professionals.


Move Object Resource

This Resource allows you to move an object to another location in the scene. Learn More


Move User Resource

This Resource allows you to move the learner to another location in the scene. Learn More


Multiple Choice Resource

This Resource allows you to add a Multiple choice question - answers can dictate branching. Learn More

N

Navigate To Resource

This Resource allows you to have a character walk to an object. Learn More


Nested Frame

See Child Frame.


New Frame

This is the first frame underneath the Main Frame when a script is created. By default, it’s called “New Frame” but you can rename it and add resources to it. Typically this first frame is used to hold all of the scene objects for a script and is named as such. Learn More


Notification Resource

The Notification resource displays text that is anchored to where the learner is looking. This text will disappear after 5 seconds. It provides the learner with immediate feedback that cannot be avoided since it follows their gazecannot be avoided since it follows their gaze. Learn More


Num Copies

The number of copies of each Panel to pre-cache. Learn More

O

Object Event Condition

The Object Event condition is met if a resource emits the specified event. This is a very commonly used condition.  Learn More


Object State Condition

The Object State condition is met when an object matches the specified state. The possible states are Gazing, Visible, Active, Open, Selected, and Focused, Visible, Active, Open, Selected, and Focused. Learn More


Observer

A participant in Liveplay. Observers may not interact with the scenario. Learn More


Observers Only

A setting in Liveplay that forces all participants to be observers. Learn More


Oculus Lip Sync Configuration Delegate

Configures an avatar to use Oculus Lip Sync. Can only be used on Oculus apps. Requires the MOTIVE_OCULUS build define. Learn More


Open Event

The Open event is emitted in the context of a Resource. It is intended to activate when the learner interacts with or sees the implementation of this Resource. Learn More


Open Frame

An open frame is a processed frame whose conditions are true. An open frame activates its resources and its child frames will be processed. Learn More


Organization

Typically the name of a Company. A Motive account is structured with the Organization at the top of the hierarchy. Learn More


Organization Level Permissions

Within the Motive Platform, there are two levels of permissions. Organization level and Space level. The Organization level permissions apply to the platforms at the top level. Storyflow and Launch have a second level of permissions (Space Level) that should be determined/granted once the Organization Level permissions have been set. Learn More

P

level of permissions (Space Level) that should be determined/granted once the Organization Level permissions have been set. Learn More

P

Panel Prefabs

Prefabs to use for each Panel type. Learn More


Panel Manager

Coordinates all Panels in the system. Derives from Panel Container. Learn More


Panel Provider

Provides Panels for most of the dynamic screens in the system. Learn More


Parallel Branching

In Storyflow, the most straightforward way to create a branching scenario is using frames inside a single script - this is Parallel Branching. They are all lined up on the same level in the hierarchy. Learn More


Parent Frame

A Parent Frame has another frame, nested or indented underneath it. This nested frame underneath is referred to as a child frame. When you click on a Parent Frame it will be in red and all the dependent Child Frames to that Parent will have a red stripe. Learn More


Parent Objects (World Object Behaviour Field)

Define any objects that act as parents of this object. By default uses all World Object Behaviours in the parent hierarchy. Learn More


Pass or Fail Resource

This Resource allows you to track pass/fail with respect to Assessments. Learn More


Permissions

Individuals in your organization with the Identity Organization Admin permission can assign permissions to others. Permissions are assigned within the Manage Organization space for each platform (Manage Organization, Launch, and Storyflow). Learn More


Place Resource

This Resource allows you to have the learner pick the object up and put it down on a predetermined target. Learn More


Point At Resource

This Resource allows you to have the learner point at an item with the VR controllerwith the VR controller. Learn More


Point Duration Threshold

How long a user needs to “point” at an object before a Point report is generated. Learn More


Positional Anchor

Positional Anchors allow you to place specific items around the scene at the position of your choicechoice. Learn More


Positional Anchor Resource

This resource gives coordinates to set an anchor in the scene. Learn More


Pre Init Components

Components to run before the initialization phase. Pre-init components can be used to override properties used during the initialization phase, such as the App Config. Learn More


Pre Load Asset Bundles

Determine whether to pre-load any asset bundles on Script sync. Learn More


Positional Anchor Resource

This resource gives coordinates to set an anchor in the scenePrecache Copies

The number of copies to precache. Learn More


Primitive - Boolean

A Value Definition for Variable creation. A variable that has two values, true or false. Learn More


Primitive - Date & Time

A Value Definition for Variable creation. A variable whose value is formatted and recognized as a day and time. Learn More


Primitive - NOT SET

A Value Definition for Variable creation. Type of primitive variable is not yet defined. Learn More


Primitive - Number (Float)

A Value Definition for Variable creation. A variable whose value is any real number (can include decimals). Learn More


Primitive - Number (Int)

A Value Definition for Variable creation. A variable whose value is an integer (positive, negative, and 0 included). Integers are whole numbers (no decimals allowed). Learn More


Primitive - String

A Value Definition for Variable creation. A variable whose value is a word (or "string" of characters). Learn More


Primitive - Time Span

A Value Definition for Variable creation. A variable whose value is a length of time. Learn More


Project

A Project is part of the Storyflow Structure. A Project is a collection of scenarios that take place in the same learning environment. Learn More


Processed Frame

A frame is considered processed once the system has evaluated its conditions. If its conditions are false, the frame is queued. Learn More


Provision VR Device

Your headset (VR Device) must be linked to your APK. Learn More

Q

R

Range Manager

Monitors relative World Object ranges for Object Proximity Condition and other components.


Raw Score Resource

This Resource allows you to calculate a numerical score with respect to Assessments. Learn More


Reach Resource

This Resource allows you to have the character reach for an object. Learn More


Relative Timer Condition

The Relative Timer Condition allows for one character to interrupt another character by putting a "relative timer" on a frame that would fire a few seconds before the other character stopped talking.  Learn More


REM Avatar Configuration Delegate

Configures an avatar to use the “Realistic Eye Movements” package. Learn More


Replay Resource

This Resource replays the specified frame. Learn More


Resource

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. Learn More


Restore

The action of restoring a previously saved Storyflow BackupRestore

The action of restoring a previously saved Storyflow Backup. Learn More

S

Save Script State While Running

Determine whether to continuously save the currently running Script state while the app is running. Learn More

S


Scaled Score Resource

This Resource allows you to calculate A numerical score presented as a fraction (ie: 15/20) with respect to Assessments. Learn More


Scenario

A learning experience authored in Storyflow. Learners launch a scenario from the scenario menu in the headset and work through a sequence of instructions or events. When a scenario is complete, the learner can reset and select a new scenario from the scenario menu. Scenarios run the Scripts. Learn More


Scenario Description

This is a field in the Scenario screen. Brief description of the scenario being created. Helpful when multiple authors will be working on a project. Learn More


Scenario Order

This is a field in the Scenario screen. The order in which the scenarios will display in the headset menu. Learn More


Scenario Result Resource

This Resource allows authors to determine whether or not a learner has completed and/or passed a scenario. Learn More


Scenario Script

This is a field in the Scenario screen. This is the script linked to the scenario. A scenario cannot run without a script linked and only one script may be linked at a time. Learn More


Scenario Status

This is a field in the Scenario screen. The status of your Scenario – is manually set by you, the author.  Learn More


Scenario Title

This is a field in the Scenario screen. This is your title of the Scenario.  The learner sees this when they log into the headset and choose the Scenario. Learn More


Scene Anchor Resource

This Resource allows you to insert a positional anchor into the scene. Learn More


Scene Object Frame

A general term referred to by Motive Staff. It is suggested that the first frame of a script contains all the scene objects (and anchors) needed for that particular script.


Scene Object Resource

This Resource allows you to add an intractable object in the scene - must be added if you want to use it in a script. Learn More


Scene Region Resource

This Resource allows to you to add a defined area in a VR scene. Learn More


Screen Media Resource

The Screen Media resource creates a panel displaying a media item, such as a video, in the scene. Learn More


Screen Message Resource

The Screen Message resource adds a panel containing text in the scene. It provides information to the learner. Learn More


Script

Scripts are the building blocks of Motive powered training scenarios. Scripts, when bundled with the media files and other assets they call on, are what get sent to the headset to make 3D scenes interactive. Learn More


Select Object from Interaction Resource

If there are several of the same kind of object in a scene (ex: rubber gloves in a box) this Resource allows you to target the one the learner interacts with. Learn More


Sequence Branching

Sequence Branching occurs when each frame is waiting for the previous one to finish before it starts. This could move fast or slow depending on what is happening in the previous frame. Learn More


Set North

With respect to 360 Images, it’s important that all images have a common concept of “North” so that the user feels like they’re actually moving around the scene. Learn More


Set Object Properties Resource

This resource allows you to control the colour, visibility, and light of an object. Learn More


Set Object State Resource

This resource allows you to change the state of an object (for example: open, closed). Learn More


Set System State Resource

This Resource allows you to set a state that can be used to mark progress, or make decisions (eg. stage one complete). Learn More


Setup

An area under VR App Configuration that manages configuration and startup of the app. Learn More


Setup Script

This is a term used by Motive staff to indicate a general type of script that typically includes things that set up the environment in a scenario, but are not part of the interactivity/learner learning.


Select Resource

This Resource allows you to have the learner point at items and click ("select")Resource allows you to have the learner point at items and click ("select"). Learn More


Short Code

The Short Code to launch. Learn More


Short Code Launcher

If used, automatically launch a Short Code on the Launch Server. Learn More


SideQuest

SideQuest is a desktop app for Mac/Windows/Linux which allows you to browse and install content on your Oculus Quest via sideloading.  Learn More


Single Sign On (SSO)

An authentication service that allows a user to log in with a single ID to several systemsto log in with a single ID to several systems. Learn More


Skip Asset Load

Debug setting to skip any dynamic asset loading from an Asset Bundle. Learn More


Space

This refers to a Launch Space, as opposed to a Storyflow Workspace. As a company, you have one instance of Launch. Within that instance, you can have several organizations (though this may not be typical) and within each organization, you can have distinct spaces. Learn More


Space level Permissions

Within the Motive Platform, there are two levels of permissions. Organization level and Space level. The Organization level permissions apply to the platforms at the top level. Storyflow and Launch have a second level of permissions (Space Level) that should be determined/granted once the Organization Level permissions have been set. Learn More


Space Name

Found on the left side of the Storyflow Dashboard, this provides information about the connection to Motive Launch. Learn More


Spawn Asset Resource

This Resource allows you to introduce a 3D asset into the scene. Learn More


Speech Recognition Condition

The Speech Recognition Condition can be part of any frame created with Storyflow. It has the same behaviors and properties as any other condition. Unlike other conditions, it contains a recognizer. A recognizer can either be set to recognize a keyphrase or an intent. Learn Moreintent. Learn More


Standalone Config

Build configuration to use for standalone builds. Learn More


Start Running Scripts

If true, automatically run any scripts called “Main” (or other Script names as defined in Script Manager). Learn More


Startup Components

Components to run during the startup phase. Learn More


Store Config Options

XAPI Store configuration.


Story Point Condition

The Story Point Condition is met when the learner has reached the specified story point. Story point events are emitted from Story Point Resources. Learn More


Story Point Resource

This Resource gives you a way to track progress in a scenario - create a list of important points in the narrative, mark when those points occur. Learn More


Storyflow

Part of the Motive Platform. Storyflow is the VR authoring tool you will use to author your content with no code. Built by programmers for learning professionals, the Storyflow authoring tool gives you unprecedented control over your content. With Storyflow you can easily create straightforward procedures, branching narratives, or full-blown simulations. Learn More


Storyflow Author

Within a VR scenario, you can launch the learning experience as an author, as opposed to as a learner. Learn More


Storyflow Organization Admin

An administrator of the Storyflow service. They are able to manage and assign roles for spaces within Storyflow. Learn More


Storyflow Organization Member

This permission gives the user the ability to access Storyflow and be added to spaces to create training content. Learn More


Sub Frame

See Child Frame.

T

Teach Mode

Also known as Guided Mode. A Type of Scenario where the learner is given full instructions on how to complete the scenario. The opposite of a Test Mode. Learn More


Team

A Workspace is a collaborative Storyflow space where several authors (Teams) can have access. Groups of people in your company that are working on authoring together are called “Teams”. Learn More


Teleport Pad

Teleport pads give users a simple way to quickly navigate to important areas of a scene. Learn More


Teleportation Area

Marks an entire area as available for teleportation. Learn More


Teleportation Anchor

Mark a specific point as available for teleportation. Learn More


Template Script

A template script is simply a script that uses input variables. It is not a distinctly different type of script. A script becomes a template because of the way it is authored and used. Learn More


Test Mode

A type of scenario that can be created where the learner completes steps without guidance. The opposite of a Teach Mode. Learn More


Text and Image Resource

This Resource allows you to create a persistent label on an object. Learn More


Text-To-Speech

A feature in Storyflow that allows you to type in text and have it converted to an audio file. Learn More


Time Frame Condition

The Time Frame Condition checks whether or not the current time falls within a specified range of time. It is evaluated based on the current time of the learner.  The more parameters that are defined, the more restrictive the check becomes. Learn More


Timer Condition

A Timer Condition specifies a length of time from a particular start time to begin counting down. It can be as simple as delaying 30 seconds or something more complex like waiting until a specific date and time to begin a countdowntime to begin a countdown. Learn More


Tin Can XAPI Engine

Handles the connection to the XAPI back end. Can use a baked-in configuration or be dynamically configured by Launch Server. Learn More


Tin Can XAPI Reporter

Handles reporting using XAPI statements. Learn More


Top Level Frame

A frame that is created by clicking on the plus icon to the right of the Main Frame. All top-level frames will run simultaneously unless a condition is added. Learn More


Touch Resource

This Resource allows you to have the learner place a hand on an object. Learn More


Training Phrase

Used in Conversational AI, an Intent is manually generated by the scenario author by supplying “training phrases” or different ways to convey the meaning of the Intent. Learn More


Trigger Button

A button on your VR controller that is used to select items and interact with panels. Learn More


Turn To Resource

This Resource allows you to have a character turn to an object. Learn More


Turn Towards Resource

This Resource allows you to turn the learner toward or away from an object in the scene. Learn More

U

UI

User Interface.


UI Anchor (World Object Behaviour Field)

Defines a transform to anchor any UI elements to. Learn More


UI Anchor Resource

This Resource allows you to use a positional anchor specifically for UI - it orients the UI toward the learner. Learn More


Unequip Resource

This Resource allows you to have the learner remove equipment from themselves or other objects. Learn More


Use Resource

This Resource allows you to have the learner "use" an object (like spraying a hose or dispensing hand sanitizer). Learn More


Use Tool Resource

This Resource allows you to have the learner pick up an item and use it on another item in the sceneyou to have the learner pick up an item and use it on another item in the scene. Learn More


User

This is a term used by Motive staff to describe individuals at your company that will be an Author or Assembler and using the Motive Platform. Learn More


User Interaction Condition

The User Interaction condition is met when the learner starts, pauses, or ends the app. Learn More


User Report Resource

This Resource allows you to display the results of the training scenario to the learner in the VR scene. Learn More


UX

User Experience.

V

Variable

Variables allow you to store values to be used later and to change things dynamically as the scenario unfolds. Learn More

Variable Comparison

The Variable Comparison condition is met when the value of the variable specified meets the comparison criteria set.  . Learn More


Variable Comparison

The Variable Comparison condition is met when the value of the variable specified meets the comparison criteria set.  Learn More


VR App

This is a Motive Prefab. This prefab holds app-specific settings. Learn More


VR Player

This is a Motive Prefab. The VR Player represents the camera and control systems for the user, as well as hosting the default UI elements (playable screens, etc.). Learn More

W

Workspace

Workspaces are the highest level of how training in Storyflow is organized. A Workspace is a collaborative Storyflow space where several authors (Teams) can have access. Groups of people in your company that are working on authoring together are called “Teams”. Projects are contained within workspaces and every collaborator in the workspace has access to its projectsare contained within workspaces and every collaborator in the workspace has access to its projects. Learn More


Working Surface Layers

Layers to be considered “Working Surfaces”, particularly by Grabbables with “Working Surfaces Only” set. Learn More


World Object Behaviour

WorldObjectBehaviour is the root type of any object tracked by World Object Manager. Learn More


World Object Proximity Condition

The World Object Proximity condition is met when the learner is within range of the specified world objects. Learn More


World Object UI Provider

Provides UI Handlers for World Objects. Pre-caches and recycles handlers to reduce runtime overhead. Learn More

X

XAPI Reporter

Manages XAPI reporting. The MOTIVE_XAPI build define needs to be set for this to work. Learn More

Y

Z