Equippable Object

In depth learning on Project and Environment Setup can be found in this course in Motive Academy.

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. Equippables can be equipped onto “EquipTargets” which are built into the VR Player Prefab.

Fields

Name

Description

Name

Description

Grabbable

The VR Grabbable component linked to this Equippable. Will look to any Grabbables on the current object by default.

World Object

If set, links this equippable to a World Object. Uses current object if it has one (e.g. MotiveSceneObject).

Unequipped Object

The object that represents this Equippable in the Unequipped state.

Equipped Object

The object that represents this Equippable in the Equipped state.

Removed Object

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.

Target Object Material

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.

Override Remove Grabbable Settings

If set, use the specified VR Grabbable settings after removing the item. This is useful for moving an object into a “discarded” state where the Grabbable should behave differently. For example, before being equipped, a glove may have release behaviour=Use Physics then Return, but after removing may switch to “Use Physics” so that it can be discarded.

Remove Grabbable Settings

Sets the Grabbable settings to these value if the Override flag is set.

Allow Same Hand Equip

Can this Equippable equip to the hand that’s holding it? By default no: picking up a glove should not immediately equip that glove to the hand that picked it up.

Allow Equip Without Grab

If true, the item can be equipped without being picked up.

Targeted Equip Items

Can be used to place specific objects and materials on other named equip targets. For example, set the sleeves of a gown when equipping the gown.

Unequip Grab Requirements

More specific requirements for how an item needs to be grabbed to be removed.

Colliders

The colliders that are used for collision detection for equipping. Uses colliders on the object by default.

Actions

Name

Description

Name

Description

On Equip

Item has been equipped, either by user or by the system.

On User Equip

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.

On Unequip

Item has been unequipped, either by user or by system.

On User Unequip

User has unequipped the item.

Examples

Donnable Surgical Gown with Cuffs

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