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In depth learning on Project and Environment Setup can be found in this course in Motive Academy. |
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Allows an object to be “equipped” by a user, e.g. PPE. An |
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Equippable is often a root object configured with one or more subobjects that represent different states. Equippables can be equipped onto “EquipTargets” which are built into the VR Player |
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Prefab. |
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Fields
Name | Description |
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Grabbable | The VR Grabbable component linked to this Equippable. Will look to any Grabbables on the current object by default. |
World Object | If set, links this equippable to a World Object. Uses current object if it has one (e.g. MotiveSceneObject). |
Unequipped Object | The object that represents this Equippable in the Unequipped state. |
Equipped Object | The object that represents this Equippable in the Equipped state. |
Removed Object | If set, an object that represents the object after it’s removed. This may be used if the object moves to a “discarded” state instead of reverting back to the Unequipped state. |
Target Object Material | If set, changes the material of the Equip Target. This is used for gloves where the “equipped” state simply changes the material on the hands. |
Override Remove Grabbable Settings | If set, use the specified VR Grabbable settings after removing the item. This is useful for moving an object into a “discarded” state where the Grabbable should behave differently. For example, before being equipped, a glove may have release behaviour=Use Physics then Return, but after removing may switch to “Use Physics” so that it can be discarded. |
Remove Grabbable Settings | Sets the Grabbable settings to these value if the Override flag is set. |
Allow Same Hand Equip | Can this Equippable equip to the hand that’s holding it? By default no: picking up a glove should not immediately equip that glove to the hand that picked it up. |
Allow Equip Without Grab | If true, the item can be equipped without being picked up. |
Targeted Equip Items | Can be used to place specific objects and materials on other named equip targets. For example, set the sleeves of a gown when equipping the gown. |
Unequip Grab Requirements | More specific requirements for how an item needs to be grabbed to be removed. |
Colliders | The colliders that are used for collision detection for equipping. Uses colliders on the object by default. |
Example
This shows the hierarchy for a donnable PPE gown.
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Note that all of the objects are baked into the prefab itself and not spawned dynamically.
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Equippable Object configuration
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Notes:
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Different states for Unequipped/Equipped/Remove
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On remove, the Grabbable release behaviour is set to “Use Physics” so that it can be discarded
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Actions
Name | Description |
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On Equip | Item has been equipped, either by user or by the system. |
On User Equip | User has equipped the item. Distinguished from On Equip to fire actions only when the user takes this action, e.g., play a sound effect. |
On Unequip | Item has been unequipped, either by user or by system. |
On User Unequip | User has unequipped the item. |
Examples
Donnable Surgical Gown with Cuffs