Brief description of what a behavior model is and how they work
Definition
A behaviour model is a set of states or behaviours inherent to a 3D asset. They are added to the asset using the Motive Unity SDK. They are useful when you need to be able to detect the state of an object (ex: open or closed) and use that state to progress in a scenario.
Example
In a maintenance scenario, we have a piece of equipment that has screws holding a tray in place. We have added the state "fastened" as an inherent behaviour of the screw asset in Unity. The fastened state can either be true (fastened) or false (unfastened). In StoryFlow we can monitor this state and use it in the scenario. For instance, we might want to check that the screw is unfastened (fastened = false) before the learner removes the tray.
Using Behaviour Models in StoryFlow
In order to be able to author using behaviour models, there are a few setup steps.
1. Create a Behaviour Model catalog
2. Add behaviour model definitions to the catalog
For each behaviour model that has been created in Unity with the SDK, you need to add it to your catalog to be usable in StoryFlow. Here is what the behaviour model definition would look like for the screw example:
3. Use the behaviour model with a "Set Object State" resource
In this example, we want something to happen once the screw is unfastened. We use a "Set Object State" resource:
We choose the scene object and the state we want the learner to set the object to:
From here we can have this trigger the next action in a number of ways.