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
Active Start (Panel field)
If true, the Panel should be active on app Start. (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
Adjust Colours (Storyflow Resource field)
Lets you change the overall tone, brightness, and contrast of the scene. 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
Allow Distance Grab
Allow the object to be grabbed from a distance.
Allow Equip Without Grab (Equippable Object Unity Field)
If true, the item can be equipped without being picked up. Learn More
Allow Offhand Grab (VR Grabbable Unity field)
Allow the object to be switched from one hand to the other. Learn More
Allow Same Hand Equip (Equippable Object Unity Field)
Can this Equippable equip to the hand that’s holding it? By default no: Learn More
Allow Multiple Script Runners
Determine whether multiple “Script Directory Items” can be running simultaneously. Learn More
Anchor (Base Joint field)
The local position that represents the Joint connection point. Learn More
Animation State
The name of the Animator state to set based on the value of the Behaviour Model state. Learn More
Animation Target
If set, defines which Object receives animations.
Animator
Animator to control if not on the current Game Object. Learn More
Animator Controller State Listener
Allows complex animation controllers to be managed with a variable. E.g., a patient’s position is controlled with an enum: lying down, sitting up, lying on right side, etc. 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 Config
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 animations or particle effects to an item. Learn More
AR App Initializer
Sets up AR features. 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.
Attach Target Highlighter
Target of an Attachable that can attach. Learn More
Attach To Surface (VR Attachable Receiver field)
If true, Attachables attach to the surface of the receiver instead of at a specific point. 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
Attachable State Listener
Manages the state of an Attachable based on an Object State. Learn More
Attached (VR Attachable Unity field)
Object is currently attached to another object. Learn More
Attached Grab Settings (VR Attachable Component Setting)
Attachables override the settings of the VR Grabbable. These are the VR Grabbable settings in the Attached state. Learn More
Attached To (VR Attachable Component Setting)
If set, defines the object that this object is initially attached to. Learn More
Attaches To (VR Attachable Component Setting)
Defines the attach requirements for Attach Receivers that this object can attach to. Learn More
Attenuate (Storyflow Resource field)
Apply attenuation/gain to the audio signal.
Attenuation (Storyflow Resource field)
The range is 0-1. 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 add different effects to sounds in the environment. Learn More
Author
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
Avatar 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
Axis (Base Joint field)
The axis for the Joint. 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 (Storyflow Resource field)
Defined in the Unity SDK, added to a behavior model catalog - usually is a list of states, can also be "True" or "False".
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
Bloom (Storyflow Resource field)
The Bloom effect creates fringes of light extending from the borders of bright areas in the scene. Learn More
Boolean Animation State Listener
A simple state listener for driving an Animator using a Boolean State. Learn More
Boolean State Listener
Base class for any state listener that listens for Boolean states. 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 Align Offset (World UI Positioner field)
Used in conjunction with the MoveInFrontOfCamera call, this applies an offset to the UI screen once the “front of camera” position is determined. Learn More
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
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
Colliders (Equippable Object Unity field)
The colliders that are used for collision detection for equipping. Uses colliders on the object by default. Learn More
Colour Filter (Storyflow Resource field)
Use the colour picker to select which colour the Color Adjustment effect should use to multiply the render and tint the result. 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
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
Connected Rigidbody (Base Joint field)
Set to the Rigidbody that this Joint connects to. Learn More
Container (Panel field)
If set, assigns the Panel to the specified Panel Container. Learn More
Contrast (Storyflow Resource field)
Change the overall range of tonal values. Learn More
Controller Object (Usable World Object field)
Deprecated. Was used to define how the controller should look when this object was being used. Grabbables replace this behaviour. 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
Cutoff frequency (Storyflow Resource field)
Lowpass cutoff frequency in Hertz, range is 0-1. 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
Detachable (VR Attachable Unity field)
The object is attached, but can be detached. Learn More
Detached (VR Attachable Unity field)
Object is not attached. Learn More
Detached Grab Settings (VR Attachable Component Settings)
VR Grabbable settings in the Detached state. Learn More
Device Authentication
See Provision VR Device
Dial State Handler
Monitor and set the state of a “dial”: any object that rotates around a point. Can be used to set the dial to discrete values. Learn More
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 Collider When No Panels Showing (World UI Positioner field)
If this component is on the same object as a Panel Container, automatically enables/disables the collider when panels are showing. 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
Distance Grab Colliders (VR Grabbable Unity field)
If set, defines a different set of colliders for detecting distance grab. Learn More
Double Animation State Listener
A simple state listener for driving an Animator parameter using a float State. Learn More
Double State Listener
Base class for any state listener that listens for Double states. 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
Effects (Storyflow Resource field)
Specifies the effect to be applied. This effect can be an animation or a particle effect.
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
Equippable Name (Unity field)
The name of the Equippable that this provider serves. Learn More
Equippable Object (Unity Component)
Allows an object to be “equipped” by a user, e.g. PPE. An equippable is often a root object configured with one or more subobjects that represent different states. Learn More
Equippable Provider (Unity Component)
Allows you to specify the source for Equippables that you can equip directly using a Script instead of the user doing it themselves. Learn More
Equipped Object (Equippable Object Unity field)
The object that represents this Equippable in the Equipped state. 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.
Exit Animation (Panel field)
An animation to play when this Panel is exited. Learn More
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
Fixed Joint
A joint that is fixed to another Rigidbody and cannot move. 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 Anchor (VR Grabbable Unity Field)
A transform that defines the grab position of the object for either hand. Learn More
Grab Focus Highlighter
Grabbables when they are focused by a Grabber. Learn More
Grab Focus Highlighter
Grabbables when they are focused by a Grabber. Learn More
Grab Highlight Object (VR Grabbable Unity Field)
If set, use this object to apply any highlights. Learn More
Grab Points
If set, defines the colliders that represent the grab points.
Grab Requirements (VR Grabbable Unity Field)
Detailed requirements for how this item can be grabbed. All must be met for the grab to succeed. Learn More
Grabbable (Equippable Object Unity field)
The VR Grabbable component linked to this Equippable. Will look to any Grabbables on the current object by default. Learn More
Grabbable (VR Attachable Component Setting)
Can set to override the Grabbable. 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
Guide Meshes (VR Grabbables Component Settings)
Override the default mesh when defining the target guide. Learn More
H
Head Height Max Delta (World UI Positioner field)
When setting the screen to the user’s head height, this specifies the maximum readjustment from above the user’s head. Learn More
Head Height Min Delta (World UI Positioner field)
Similar to above, except for the distance below the user’s head. Learn More
Hidden on Start (Motive Scene Object field)
Hide the object in the Scene when a scenario starts. Learn More
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
Highlight When Held (VR Grabbable Unity field)
If set, the object will be highlighted when held. Learn More
Hinge Joint
A Joint that rotates around a single axis. 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 Offhand Snap (VR Grabbable Unity field)
If set, do not snap when switching hands (generally should be set to false for natural handoff).
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 Locked (Base Joint field)
If true, the Joint is initialized in a “locked” state and cannot be moved. 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
Intensity (Storyflow Resource field)
Set the strength of the Bloom filter, in a range from 0 to 1. 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
Is Connected (Base Joint field)
Is the Joint currently connected to a rigidbody. 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
is Kinematic (VR Grabbables Ridgidbodies field)
Kinematic objects are ignored by the physics system. Note that this and “use gravity” can be temporarily overridden by the VR Grabbable to create more natural release behaviour for kinematic objects. 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
Joint (VR Grabbable Component Setting)
If set, use the specified Joint for attaching. Otherwise attach the object as a child of the Attach Receiver. Learn More
Joint Boolean State Setter
Monitor a joint and set a Boolean based on the current position of the joint (upper limit, between limits, lower limit). Learn More
Joint Rigidbody (Base Joint field)
The Rigidbody of the joint if not on the same Game Object as the Joint. Learn More
Joint String State Setter
Monitor a joint to set a string value. Best used when defining a state as an enum (e.g. “in” vs “out” for a drawer or other sliding joint). Learn More
K
Keep Active In Stack (Panel field)
If true, the Panel stays active even if another Panel is pushed on top. This can be used to push sub-Panels over existing Panels while still being able to view the prior Panel. Learn More
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 Learner
A learner in the organization. They are able to view and start only their own training content. Learn More
Launch New Script Resource
This Resource launches a new script from the current script. 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
Launch Pad
Motive Launch Pad lets you launch any app on your device using a simple 6-character Launch Code. Learn More
Layer Mask (World UI Positioner field)
Layers to monitor for collisions. Should generally be set to exclude “Ignore Raycast”. Learn More
Learner
This is a term used by Motive staff to describe the individuals that will complete the learning modules.
Left Hand Grab Anchor (VR Grabbable Unity field)
A transform that defines the grab position of the object for the left hand. Learn More
Limit Motion (Sliding Joint field)
If true, limits the motion of the joint to a certain range along the axis. Learn More
Limit Move Axis (VR Grabbable Unity field)
If set, limits the move axis set below. Learn More
Limit Rotation (Hinge Joint field)
If true, limit the rotation to certain values. Learn More
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
Loop (Storyflow Resource field)
Use this field if you want the sound to repeat.
Low Pass Filter (Storyflow Resource field)
The Audio Low Pass Filter passes low frequencies while removing frequencies higher than the Cutoff Frequency.
Lower Limit (Sliding Joint field)
The lower limit along the axis that this Joint can reach. 0 is the starting position of the Joint. Learn More
Lower Limit Exited (Joint Effects field)
Effects to play when the lower limit is exited. Learn More
Lower Limit Reached (Joint Effects field)
Effects to play when the lower limit is reached. Learn More
Lower Rotation (Hinge Joint field)
The lower rotation limit. Learn More
Lower Stop (Hinge Joint field)
Various options available. 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 Distance (World UI Positioner field)
The maximum distance from the camera that this element can be moved. -1 means there is no limit. Learn More
Max Distance From Origin (World UI Positioner field)
The farthest this UI element can be moved from its origin. -1 means there is no limit. Learn More
Max Instances
The total maximum number of objects that can be produced. (-1 = unlimited)
Media
Media can be uploaded to Storyflow and can include icons, sounds, audio, voiceovers, video, and images. Learn More
Media (Storyflow Resource field)
Within the context of a Resource, this is the media the Resource will play.
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
Min Distance (World UI Positioner field)
The closest this UI element can be moved to the user. Learn More
Modal (Panel field)
If true, incoming Panels must wait for this Panel to Pop before they are shown. Learn More
Move Mode (VR Grabbable Unity field)
How the object is moved by the Grabber. Learn More
Motive Scene Object (Unity Component)
Scene Object is an object in a Unity scene that can be targeted by name. A Scene Object may be part of the base scene or deployed via Asset Bundle. 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 Axis (VR Grabbable Unity field)
The axis to limit motion. Learn More
Move in Front of Objects (World UI Positioner field)
Moves the screen in front of any objects. Learn More
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 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 Interactions
By using the various types of Object Interactions, authors allow learners to use, move and even equip objects within the scene. 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. 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
On Attach (VR Grabbable Event)
Object has entered Attached state. Learn More
On Attached (VR Attachable Receiver Event)
Attachable has attached to this Receiver. Learn More
On Detach (VR Grabbable Event)
Object has entered Detached state. Learn More
On Detachable (VR Grabbable Event)
Object has entered Detachable state. Learn More
On Detached (VR Attachable Receiver Event)
Attachable has detached from this Receiver. Learn More
On Equip (Equippable Object Unity Action)
Item has been equipped, either by user or by the system. Learn More
On Grab Begin (VR Grabbable Events)
Grabber has grabbed the object. Learn More
On Grab Click (VR Grabbable Events)
User has clicked the trigger button while holding the object (trigger down & up). Learn More
On Grab End (VR Grabbable Events)
Grabber has released the object. Learn More
On Grab Focus Begin (VR Grabbable Events)
Object is focused by the Grabber as a candidate to be grabbed. Learn More
On Grab Focus End (VR Grabbable Events)
Object is no longer a candidate to be grabbed. Learn More
On Grab Trigger Down (VR Grabbable Events)
User has pressed the trigger button down while holding the object. Learn More
On Grab Trigger Up (VR Grabbable Events)
User has released the trigger button while holding the object. Learn More
On Grabbable Instantiated (VR Grabbable Instantiator field)
Fired when a new item has been instantiated. Learn More
On No Panels Showing (Panel Container Action)
Fired when Container moves from Panels showing to no Panels showing. Learn More
On Panels Showing (Panel Container Action)
Fired when Container moves from no Panels showing to Panels showing. Learn More
On Seeking (VR Grabbable Events)
Object has entered Seeking state. Learn More
On Start Using (Usable World Action)
Called when user starts using this Usable. Learn More
On Stop Using (Usable World Action)
Called when the user is no longer using this object. Learn More
On Trigger Down (Usable World Action)
Called when the user has depressed the trigger while using this object. Learn More
On Trigger Up (Usable World Action)
Called when the user releases the trigger while using this object. Learn More
On Unequip (Equippable Object Unity Action)
Item has been unequipped, either by user or by system. Learn More
On Use (Usable World Action)
Called when this object is used. Learn More
On User Equip (Equippable Object Unity Action)
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. Learn More
On User Unequip (Equippable Object Unity Action)
User has unequipped the item. Learn More
Only Grabbable When Targeted (VR Grabbable Unity field)
If set, the object is only grabbable if it is currently targeted by an Object Interaction or other interactible Resource. 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
Override Remove Grabbable Settings (Equippable Object Unity field)
If set, use the specified VR Grabbable settings after removing the item. Learn More
P
Panel Container
Manages a collection of Panels. Learn More
Panel Manager
Coordinates all Panels in the system. Derives from Panel Container. Learn More
Panel Prefabs
Prefabs to use for each Panel type. Learn More
Panel Provider
Provides Panels for most of the dynamic screens in the system. Learn More
Panels
The Motive UI system is built around the concept of Panels. Panels generally represent a screen, but can technically be used for any content that is displayed in an organized fashion by a Panel Container. 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
Place Resource
This Resource allows you to have the learner pick the object up and put it down on a predetermined target. Learn More
Play Sound Effect (Unity field)
Used to play a randomized short sound effect. Useful for Foley effects like dropping items, etc. Learn More
Point At Resource
This Resource allows you to have the learner point at an item with 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
Pop Animation (Panel field)
An animation to play when this Panel is popped. Learn More
Positional Anchor
Positional Anchors allow you to place specific items around the scene at the position of your choice. 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
Pre Positioned (Panel field)
If true, do not re-position the Panel in the Container on Push. Learn More
Precache Copies
The number of copies to precache.
Prefab (Equippable Provider Unity field)
The Prefab to instantiate for each Equippable Object. Learn More
Prefab (VR Grabbable Instantiator field)
The Prefab of the item to instantiate every time the user grabs. Learn More
Preferred Orientation (Panel field)
For mobile apps, the preferred orientation of this Panel. 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
Priority (Storyflow Resource field)
The order of the sounds.
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
Push Animation (Panel field)
An animation to play when this Panel is pushed. Learn More
Q
…
R
Range Manager
Monitors relative World Object ranges for Object Proximity Condition and other components.
Raycast Distance (Usable Point Click Action field)
The maximum distance for the Raycast. Learn More
Raycast Transform (Usable Point Click Action field)
The transform from which to fire the Raycast. Learn More
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
Receivers (VR Attachable Receiver field)
Defines a set of requirements for an Attachable to be received by this Receiver. Learn More
Recycle Instances On Reset
Whether to remove all items from the scene on scenario reset.
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
Release Behavior (VR Grabbable Unity field)
Various options. Learn More
Release When Stuck (VR Grabbable Unity field)
If true and Move Mode = “Physics”, then release the object if it gets “stuck”. Learn More
Release When Stuck Distance (VR Grabbable Unity field)
How far the grabber moves away from the object before it’s considered “stuck”. Learn More
Release When Stuck Time (VR Grabbable Unity field)
How long the object has to be stuck (i.e. more than Release When Stuck Distance away from the grabber) before it is released. Learn More
REM Avatar Configuration Delegate
Configures an avatar to use the “Realistic Eye Movements” package. Learn More
Remove Grabbable Settings (Equippable Object Unity field)
Sets the Grabbable settings to these value if the Override flag is set. Learn More
Removed Object (Equippable Object Unity field)
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. Learn More
Replay Resource
This Resource replays the specified frame. Learn More
Required Hand (VR Grabbable Unity field)
The hand that user must use for grabbing. Learn More
Requires Attach Action (VR Grabbable Component Setting)
If true, this attachable requires an explicit call to SetAttachable() to move from the “detachable” state to the “attached” state. Learn More
Requires Detach Action (VR Grabbable Component Setting)
If true, this attachable requires an explicit call to SetDetachable() to move from the “attached” to the “detachable” state. Learn More
Reset On Scripts Reset (Base Joint field)
If true, reset all Joint parameters when the Script Manager resets. Learn More
Reset When Panels Showing (World UI Positioner field)
Reset to initial position/rotation when a new screen is shown. 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 Backup. Learn More
Right Hand Grab Anchor (VR Grabbable Unity field)
A transform that defines the grab position of the object for the right hand. Learn More
Rigidbody (VR Grabbable Unity field)
The Rigidbody used by this Grabbable. Learn More
Root Panel (Panel Container field)
If set, defines a root panel that always displays when none other are shown. 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
Scale Down Distance (World UI Positioner field)
The distance inside of which the screen scales down. Learn More
Scale Down Scale (World UI Positioner field)
The amount to scale the screen down. Learn More
Scale Down When Too Close (World UI Positioner field)
If true, the screen will scale down when it gets too close to the user. Learn More
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
Seeking (VR Attachables Unity field)
Object is detached, but being held and currently “seeking” an attach receiver. Learn More
Secondary Axis (Base Joint field)
Secondary axis for the joint. Both axes are required to calculate cross products for certain types of joints. 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 State (string value)
Set the state to the specified value. 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"). 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
Show Target Guide (VR Grabbable Component Setting)
If true, show a highlight copy of the object on the target. This feedback is helpful to indicate that an attachable can be attached. Learn More
Show When Grabbed (VR Grabbable Unity field)
Objects to show when the item is grabbed. Learn More
Show When No Panels Showing (Panel Container field)
Objects to show when there are no Panels in this Container showing. Learn More
Show When Not Grabbed (VR Grabbable Unity field)
Objects to show when the item is not grabbed. Learn More
Show When Panels Showing (Panel Container field)
Objects to show when there are Panels in this Container showing. Learn More
Show When Showing (Panel field)
Linked objects to show when this Panel is showing. Learn More
Show When Not Showing (Panel field)
Linked objects to show when this Panel is not showing. 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 systems. Learn More
Skip Asset Load
Debug setting to skip any dynamic asset loading from an Asset Bundle. Learn More
Sliding Joint
A joint that slides along the defined axis. Learn More
Snap Orientation (VR Grabbable Unity field)
Same as Snap Position, but for the object’s rotation. Learn More
Snap Position (VR Grabbable Unity field)
Whether to “snap” the object to the grabber’s position. 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 More
Speed (Storyflow Resource field)
If applicable, specifies the speed (multiplier) of the effect.
Stack Behavior (Panel Container field)
Manages a collection of Panels. Learn More
Stack Name (Panel field)
Assigns this Panel to the given named stack in the Container. 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
State Tree
Animator Controller State Listener needs a “state tree” in order to process the transitions at runtime. 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
Tagalong (World UI Positioner field)
If true, the screen will “tag along” inside the user’s viewing cone. Learn More
Tagalong Cone Angle (World UI Positioner field)
The size of the cone inside of which the screen will tag along. Learn More
Tagalong Lerp Time (World UI Positioner field)
If tagalong is set, the duration of the tagalong “lerp” movement. Learn More
Target (Storyflow Resource field)
The motive scene object you will apply the behavior model to.
Target Detection (Usable Point Click Action field)
Options for Raycast and Colliders. Learn More
Target Object Material (Equippable Object Unity field)
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. Learn More
Targeted Equip Items (Equippable Object Unity field)
Can be used to place specific objects and materials on other named equip targets. Learn More
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 (Storyflow Resource field)
Set delay or time of day settings.
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 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
Tint (Storyflow Resource field)
Use the colour picker to select a colour for the Bloom effect to tint to. 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
Track (Storyflow Resource field)
Specify the track for the audio file to indicate its priority.
Track Orientation (VR Grabbable Unity field)
If set, track the grabber’s orientation. Learn More
Track Position (VR Grabbable Unity field)
If set, track the grabber’s position. 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 Grab Requirements (Equippable Object Unity field)
More specific requirements for how an item needs to be grabbed to be removed. Learn More
Unequip Resource
This Resource allows you to have the learner remove equipment from themselves or other objects. Learn More
Unequipped Object (Equippable Object Unity field)
The object that represents this Equippable in the Unequipped state. Learn More
Unlock Grabbables (Base Joint field)
If set, the joint is automatically unlocked when one of the Grabbables is currently being Grabbed. Learn More
Upper Limit (Sliding Joint field)
The upper limit along the axis that this Joint can reach. Learn More
Upper Limit Exited (Joint Effects field)
Effects to play when the lower limit is exited. Learn More
Upper Limit Reached (Joint Effects field)
Effects to play when the upper limit is reached. Learn More
Upper Rotation (Hinge Joint field)
The upper rotation limit. Learn More
Upper Stop (Sliding Joint field)
Various options. Learn More
Usable Layer Mask (Usable Point Click Action field)
A layer mask to apply to a Raycast when using Raycast to detect targets. Learn More
Usable Object (VR Grabbable Unity field)
Associates this grabbable with a Usable Object. Learn More
Usable Point Click Action
Configures an object to allow for a “point and shoot” type of mechanic, like a spray bottle or scanner. Learn More
Usable Touch Action
Fired when this object touches any other object with a World Object Behaviour on it. Useful for tools like drills, screwdrivers, etc. Learn More
Use Action (Usable Point Click Action field)
The action to take to trigger the action, one of Trigger Down or Trigger Up. Learn More
Use Gravity (VR Grabbables Rigidbodies field)
Whether the object is subject to gravity. Learn More
Use Gravity on Release (VR Grabbable Unity field)
Whether to apply gravity on release. This allows you to create a rigid body that otherwise ignores gravity, but allows you to apply gravity on release so that the object can be dropped. Learn More
Use Haptic Effect (Usable Point Click Action field)
A haptic effect to fire on use. Learn More
Use Haptic Play Mode (Usable Point Click Action field)
When to play the effect: On Trigger Down, On Trigger Up, While Holding Trigger. 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 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 Click Action
Action that fires when the User points and clicks at this object with a controller. Learn More
User Interaction Condition
The User Interaction condition is met when the learner starts, pauses, or ends the app. Learn More
User Touch Action
Action that fires when the User touches this object. Useful for buttons, other control surfaces. 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
Volume (Storyflow Resource field)
0 to 1, 1 is the default.
VR App
This is a Motive Prefab. This prefab holds app-specific settings. Learn More
VR Grabbable (Unity Component)
Makes an object “grabbable” using the grip button on a VR controller. 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
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WebGL
The Motive SDK supports WebGL builds in Unity. To use WebGL, use the WebGL Player prefab. WebGL Player uses standard mouse and keyboard input instead of XR controllers. Learn More
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 projects. Learn More
Working Surface Layers
Layers to be considered “Working Surfaces”, particularly by Grabbables with “Working Surfaces Only” set. Learn More
Working Surfaces Only (VR Grabbables Unity field)
If true, this object will only say on surfaces marked as a “Working Surface”. Learn More
World Object (Storyflow Resource field)
Specifies which scene objects will display an effect.
World Object Behaviour (Unity Component)
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
World UI Positioner
UI screens use World UI Positioner to detect collisions and make a best effort to be seen. Learn More
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XAPI Reporter
Manages XAPI reporting. The MOTIVE_XAPI build define needs to be set for this to work. Learn More
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