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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 (Storyflow Resource field)

Use the colour picker to set the colour of the vignette. 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


Hue Shift (Storyflow Resource field)

Shift the hue of all colours. In a range from 0 to 1. 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 or Vignette 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

Saturation (Storyflow Resource field)

Push the intensity of all colours. In a range from 0 to 1. Learn More


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


Vignette (Storyflow Resource field)

This effect darkens the edges of an image. 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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