Action nodes

Action nodes resemble a certain task for the user to complete in XR.

In this page we will explain the Action nodes and their parameters from the scenegraph editor.

Insert Action node

For a detailed tutorial on how to create your own Insert Action look here.

Normal mode

../../../_images/manual_insert_action_normal.png

Parameter name

Explanation

Name

The name of each Action. Should be unique.

Insert Object

The Interactable object to be inserted. The one the user will grab to place it in the correct place.

Final Position

The position where the user should place the object (position + rotation)

Max insert angle

The max accepted angle the object should be inserted at. The angle is calculated in all axises.

Advanced mode

../../../_images/manual_insert_action_advanced.png

Parameter name

Explanation

Destroy on Perform

Destroys the insert object/final position after completing the action (on action perform)

Parent Type

Spawn this object as a child of another object. This is a dropdown menu that allows the following parenting types:
  1. None: No parent.

  2. Path: Type the scene path that leads to the object you want to set it as child. Works in the same way as the GameObject.Find() function.

  3. Reference: Drag and drop an object from the scene directly to this field to set it as the parent.

Use Action node

For a detailed tutorial on how to create your own Use Action look here.

Normal mode

../../../_images/manual_use_action_normal.png

Parameter name

Explanation

Name

The name of each Action. Should be unique.

Use Object

The Interactable object to use for this Action. The user should take this object and bring it in contact with the Use Collider.

Use Collider

This is the second object (or a single collider) that waits to be triggered (in contact) with the use object to perform the Action.

Use Time

The number of seconds for which the two objects should be in contact to perform the Action.

Advanced mode

../../../_images/manual_use_action_advanced.png

Parameter name

Explanation

Destroy on Perform

Destroys the use collider use object after completing the action (on action perform)

Parent Type

Spawn this object as a child of another object. This is a dropdown menu that allows the following parenting types”
  1. None: No parent.

  2. Path: Type the scene path that leads to the object you want to set it as child. Works in the same way as the GameObject.Find() function.

  3. Reference: Drag and drop an object from the scene directly to this field to set it as the parent.

Remove Action node

For a detailed tutorial on how to create your own Remove Action look here.

Normal mode

../../../_images/manual_remove_action_normal.png

Parameter name

Explanation

Name

The name of each Action. Should be unique.

Remove Object

The Interactable object to be removed. The user needs to grab it and release it somewhere else to perform the Action.

Distance to Unlock

This is used in collaboration with the Axis to lock. If the object is locked on an axis, the user needs to pull it away for some distance before it is released from the movement constraints. This variable sets this distance.

Axis to lock

Select the local axis of the object to constrain its movement only in this axis. In this way the object will move only along this axis before its released and performed. This is mostly used in situations where the object is inside a tube or another similar structure that constrains its movement.

Advanced mode

../../../_images/manual_remove_action_advanced.png

Parameter name

Explanation

Destroy on Perform

Destroys the remove object after completing the action (on action perform)

Parent Type

Spawn this object as a child of another object. This is a dropdown menu that allows the following parenting types:
  1. None: No parent.

  2. Path: Type the scene path that leads to the object you want to set it as child. Works in the same way as the GameObject.Find() function.

  3. Reference: Drag and drop an object from the scene directly to this field to set it as the parent.

Trajectory Action node

For a detailed tutorial on how to create your own Trajectory Action look here.

Normal mode

../../../_images/manual_trajectory_action_normal.png

Parameter name

Explanation

Name

The name of each Action. Should be unique.

Object Used

The Interactable object that will be grabbed and used to follow the trajectory line.

Trajectory Line

The Trajectory line that will be displayed for the user to follow.

Advanced mode

../../../_images/manual_trajectory_action_advanced.png

Parameter name

Explanation

Destroy on Perform

Destroys the used object after completing the action (on action perform)

Parent Type

Spawn this object as a child of another object. This is a dropdown menu that allows the following parenting types:
  1. None: No parent.

  2. Path: Type the scene path that leads to the object you want to set it as child. Works in the same way as the GameObject.Find() function.

  3. Reference: Drag and drop an object from the scene directly to this field to set it as the parent.

Animated Object

The Object that will play an animation following the progress of the trajectory.

Animator State

Choose which state the animator will play.

Animator Layer

Choose an Animator Layer to play.

Requires Activation

This checkbox ensures that if set to true, that the object will have to be activated in order to interact with the trajectory line (mostly used for tools that can be activated).

Activate Action node

For a detailed tutorial on how to create your own Activate Action look here.

Normal mode

../../../_images/manual_activate_action_normal.png

Parameter name

Explanation

Name

The name of each Action. Should be unique.

Activate Object

The Interactable object that will be grabbed and activated (triggered button pressed by the user)

Animation Clip

The animation that will play along with the trigger pressing. This is optional, but recommended to see the result of the trigger press. The animation will play on sync with the status (float value) of the trigger button.

Number of Activations

Set how many times the user should activate the object in order to perform the Action.

Activate on Press

If set to false (default), the activation will be recorded when the user presses and releases the trigger button. If set to true, the activation will be recorded immediately when the trigger button is fully pressed but not released yet.

Advanced mode

../../../_images/manual_activate_action_advanced.png

Parameter name

Explanation

Destroy on Perform

Destroys the activate object after completing the action (on action perform)

Parent Type

Spawn this object as a child of another object. This is a dropdown menu that allows the following parenting types:
  1. None: No parent.

  2. Path: Type the scene path that leads to the object you want to set it as child. Works in the same way as the GameObject.Find() function.

  3. Reference: Drag and drop an object from the scene directly to this field to set it as the parent.

Question Action node

For a detailed tutorial on how to create your own Question Action look here.

Normal mode

../../../_images/manual_question_edit_normal.png
../../../_images/manual_question_save_normal.png

Parameter name

Explanation

Name

The name of each Action. Should be unique.

Edit Question

Button to enter the edit mode for the Question action.

Save Question

Button to save Question action while you are in edit mode.

Question

The Field to enter your question.

Answers

The number of possible answers you want to have in your Question action.

Preview Answers

Check how your answers UI will look in the 3D world.

Advanced mode

../../../_images/manual_question_advanced.png

Parameter name

Explanation

Number of Answers

How many correct answers exist.

Reveal Answers

Checkbox whether you will show the correct answers or not.