Overview
The Use Tool object interaction emits an event once the learner uses a tool on a specified object. The author can specify the number of times the tool must be used before the event is emitted.
An example of how the Use Tool object interaction could be used is when the learner must clean dirty equipment with a spray bottle. If the learner uses the spray bottle enough times on the equipment, the author can display to the learner that the equipment has been cleaned.
Required Fields
Field Name | Description |
---|---|
World Objects | The object the tool must be used on. |
Objects | The tool that must be used. |
Optional Fields
Field Name | 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. |
Any Other Object | This allows you to detect if the learner has tried to use something other than the correct object. For example, a scenario where the learner has to remove a faceplate from a panel. If they pick up any tool other than the screwdriver, they get a warning that they picked up the wrong thing - and the tool won't work. Triggering off of a resource where "any other object" is flagged allows you to author consequences for the "did not do it right" action, if necessary, without having to list all of the "wrong" items individually. |
Number of Times | The number of times the learner is required to use the tool. |
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
Activate, Open, Close (if not persistent), Complete, and Custom.
Example in the Headset
In the Workshop, I'd like the learner to use the spray bottle to spray the benchtop two times.
Add the Object (spray bottle) and World Object (benchtop) as Scene Objects in a frame.
Add the Use Tool Resource to a frame:
Link the World Object field to the object the tool must be used on.
Link the Object to the tool.
Add prompts, like text (optional).
Add the number of times the tool must be used (optional):
Additional Options:
I've included a Screen Message to appear when a Complete event is emitted:
This is what it will look like in the Headset: