Sliding Joints
In depth learning on Scene Configuration can be found in this course in Motive Academy.
Overview
This article describes how you can implement Motive’s premade Sliding Joint component to connect 3D Assets and have them interact as if they were connected on rails. With only a few minor changes made in Unity, this functionality allows for easy and fast interaction that can be used in conjunction with other Motive premade features such as, VR Attachable, VR Attachable Receiver and VR Grabbable. After that, we will cover how we can check object states related to sliding objects in order to trigger events on Storyflow.
- 1 Overview
- 1.1 Setup - Unity SDK
- 1.2 Setup - Storyflow
- 1.2.1 Create the Enum
- 1.2.2 Set up the Catalog
- 1.2.3 Scripting
- 2 Related Articles
Setup - Unity SDK
Open your Unity project and in the scene Hierarchy window select World > Example Assets > Props > Workbench > Workbench_LOD0 > Bench Top
Under the Mesh Collider component turn Is Trigger to off
Scroll down to the bottom of the Inspector window and select Add Component > (Type in “Rigidbody”) > Rigidbody
In the Rigidbody component toggle Use Gravity to off
Toggle Is Kinematic to on
Then in the Hierarchy window select World > Example Assets > Props > Workbench > Stud > Stud
In the Rigidbody component toggle Use Gravity to off
Toggle Is Kinematic to on
Set your Collision Detection to Discrete
In the Mesh Collider component, toggle Is Trigger to off
Right-click on Stud in the Hierarchy window and select Motive > Make Grabbable
Scroll down to the new Mesh Collider component and delete it by selecting the *Three dots* on the top right of the component, then select Remove Component
In the new VR Grabbale component, make sure that Allow Distance Grab is toggled off
In the Snap Position and Snap Orientation dropdown menus, make sure both values are set to “Never”
Toggle Track Orientation to off
Set Release Behaviour to Leave In Place
Then change Move Mode to Physics
While you are still in the Stud Inspector window scroll down to the bottom and select Add Component > (Type in “String State Setter”) > String State Setter
In the State textbox type Plank Position
Back in the Hierarchy window right-click on Stud and select Motive > Joints > Add Sliding Joint
In the new Sliding Joint component under Axis change the X value to 0 and set the Y value to 1
Under Secondary Axis set the X value to 1 and the Y value to 0
Next, select the *Target* icon for the Connected Rigidbody area and then select Bench Top
Then, toggle Limit Motion to On
In the Lower Limit text area type as -0.2 and for the Upper Limit type as 0.4
Expand the Upper Stop dropdown menu and Under Limit Threshold type 0.2
Next in the In Limit() area hit the + icon then drag Stud from your Hierarchy window into the box that reads None (Object)
Then, expand the No Function dropdown menu and select StringStateSetter > SetState (String)
In the *Newly Created Textbox* type Outside
Expand the Lower Stop dropdown menu and under Limit Threshold type to 0.1
Next in the In Limit() area hit the + icon then drag Stud from your Hierarchy window into the box that reads None (Object)
Then, expand the No Function dropdown menu and select StringStateSetter > SetState (String)
In the *Newly Created Textbox* type Inside
Save the Scene
Setup - Storyflow
Create the Enum
Select the *Three Bullet List* icon on the right side of the screen (Reference Image Below)
Next, select New Enum Name and type Plank Position
After that, hit the > left of where it reads Plank Position and then select New Enum Item Name then type Inside
Do this a second time but type Outside
Set up the Catalog
Open Storyflow and select the Catalogs tab
If you do not have a “Named Object” Catalog already, select Create > Select Type > Named Object > (Type a name) > Create
Open your “Named Object“ Catalog then select + > Named Anchor > (Type in “Stud”) > Save
Save the Catalog
If you do not have a “Behaviour Model” Catalog already, select Create > Select Type > Behaviour Model > (Type a name) > Create
Open your “Behaviour Mode“ Catalog then select + > Behaviour Model > (Type in “Stud Behaviour Model”)
Then select States + > (Type in Plank Position)
Expand the Primitive dropdown menu and change it to Enum
After that, expand the NOT SET dropdown menu and select Plank Position
Save the Catalog
Scripting
Open the Scenarios tab and Create a New Script
Open the new Script
Under Resources on the right side of the screen click and drag the Scene Object Resource into
the grey area in the center of the screenSelect Object + > (Your Named Object catalog) > Stud
In the same grey area mentioned before, drag and drop in the Behaviour Model Resource
Select Targets + > Stud
Then, select Behaviour Model > (Your Behaviour Model catalog) > Stud Behaviour Model
Select the + icon attached to the “Main Frame” on the left side of the screen to create a new Frame
Select the newly created Frame and in the same grey area mentioned before, drag and drop in the
Set Object State ResourceSelect World Objects + > Stud
Then, select Behaviour Model > (Your Behaviour Model catalog) > Stud Behaviour Model
Select CHOOSE STATE > Plank Position > Compare +
In the new Value dropdown list select Outside
Next, select the blue + icon on the bottom right of the Set Object State resource, scroll down the list that appears and select Close
In the newly created frame, add the Notification Resource and under Message type Outside
Again, select the + icon attached to the Main Frame on the left side of the screen
Select the newly created Frame and in the same grey area mentioned before, drag and drop in the
Set Object State ResourceSelect World Objects + > Stud
Then, select Behaviour Model > (Your Behaviour Model catalog) > Stud Behaviour Model
Select CHOOSE STATE > Plank Position > Compare +
In the new Value dropdown list select Inside
Next, select the blue + icon on the bottom right of the Set Object State resource, scroll down the list that appears and select Close
In the newly created Frame, add the Notification Resource and under Message type Inside
Select Save on the top left of the screen
Create a Scenario, if there isn’t one already
Link the Script you created to the Scenario
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You can now open your Unity Project. Select the newly created Scenario, once it has loaded you should be able to grasp the Stud from the workbench, slide it to the left, and read your new Notifications!