Use Tool Resource (Object Interaction)

For an overview of Resources, click here.

For information on what Object Interactions are, click here.

Deep Learning on Resources is found in Motive Academy. Click here to see the course this lesson is in.

 

Overview

The Use Tool object interaction emits an Event once the learner uses a tool on a specified object. The author can specify the number of times the tool must be used before the Event is emitted.

An example of how the Use Tool object interaction could be used is when the learner must clean dirty equipment with a spray bottle. If the learner uses the spray bottle enough times on the equipment, the author can display to the learner that the equipment has been cleaned.

Required Fields

 

Field Name

Description

Field Name

Description

World Objects

The object the tool must be used on.

Objects

The tool that must be used.

Optional Fields

Field Name

Description

Field Name

Description

Require All Targets

If more than one World Object is designated, this would require all.  Otherwise referred to as Target Object.

Prompts

Add an effect or text to draw attention to the item you'd like the learner to.

Prompt Anchor

Object Interaction prompts without an Anchor will end up on the object you are targeting because they’re meant as annotation or extra information about the object in question. If you want to accompany an Object Interaction with additional information for the learner, you could add a Notification or Screen Message to the Frame as well.

Any Other Object

This allows you to detect if the learner has tried to use something other than the correct object. For example, a Scenario where the learner has to remove a faceplate from a panel. If they pick up any tool other than the screwdriver, they get a warning that they picked up the wrong thing - and the tool won't work.

Triggering off of a Resource where "any other object" is flagged allows you to author consequences for the "did not do it right" action, if necessary, without having to list all of the "wrong" items individually.

Number of Times

The number of times the learner is required to use the tool.

Event

Determine an Event or Custom Event to fire along with any other Events that would normally fire.  This field is generally used to distinguish between different options for branching.

Require All Inputs

If more than one Input is designated, this would require all.

Persistent

Will stay open and continue listening for Input and will continue to fire scripted Events.  If this is chosen, the close Event cannot be used as it doesn't close.

Interacted Objects

If multiple World Objects are identified, you can add a Variable here that contains a record of the World Objects the learner has interacted with and the Variable then affects only those in that list.

Events

Activate, Open, Close (if not persistent), Complete, and Custom.

Example in the Headset

In the Motive Lab, there is a spill that must be cleaned up. We’ll use the Use Tool Resource twice - once to spray the spill and once to wipe it up:

  1. Add the Use Tool Resource to the Frame and fill it out:

  1. When the first Use Tool Resource completes, I’ll run the second:

  1. The spill should not disappear until the learner has a chance to wipe it up. So, I’ve inserted a Notification as they appear for 5 seconds:

  1. After the Notification, I’ve used a Set Object Properties Resource to make the spill disappear:

  1. Lastly, I’ve scripted a Notification to confirm the task is complete:

Here is what the Frames look like for the above scripting:

 

This is what it will look like in the Headset:

https://vimeo.com/722204099?share=copy

View video full screen on Vimeo at this link.

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