Zoe has a modular structure allowing you to create your own scripts in combination with the whole system. We explain here the basics of implementing a new Zoe CONDITION with your own code: Find the script TemplateCondition in your Project window (under Scripts > Interactions > Conditions) duplicate it and rename the duplicated file with your condition name [YourConditionName]. Once …
Approach
Approaching an object means when the user gets close to an interactive object in the scene. Approach Mode: if you select ENTER, it means the user has to be close from the object(s), at least at the specified minimum distance. If you select EXIT, it means user needs to be far from the object(s), at a bigger distance than the …
Collision
Collision is when at least 2 objects collide. Collision Mode: if you select ENTER, it means objects have to be in collision with each other to validate the condition. If you select EXIT, it means objects need to stop colliding for the condition to be valid. Target Object(s): select at least 2 objects that need to be colliding (or not). …
Duration (parameter)
Duration is an option for almost all conditions. If you setup a minimum duration required it means that the given condition needs to remain true for this amount of time in order for the condition to be considered valid. Example: user needs to look at an object for at least 2 seconds in order for a door to open. Note …
Drop
The drop condition is available for IOs with the Drag&Drop system enabled. To see the details of the Drag&Drop click here. This condition checks in which phase of the Drag&Drop a given IO is at. Object: IO that is being manipulated to be dropped. Mode Drop = object has been dropped on the target Ready to drop= object is close …
Inputs
This condition checks if the user is using any input (button) from the controllers. First choose the controller: RIGHT or LEFT Then choose the specific button (see figure below for details) Finally choose the state of the button you want to check: TOUCHED, UNTOUCHED, PRESSED, or RELEASED Minimum duration required: check details here. Add as many inputs you want to …
Manipulate
This condition checks if the user manipulates (grabs or levitates) an IO. Hand: choose which hand must manipulate (or not) the specified object. It can be one of the three options: Either, Left or Right. “Both” is not an option as you can not manipulate an object with both controllers at the same time. Mode: If you select Manipulate, then …
Touch
Touching an object in VR means placing your controller(s) on it. This condition checks if the controllers are in collision with specific IOs. Hand: choose which hand(s) must touch (or not) the specified object. It can be one of the four options: Either, Left, Right or Both. Mode: If you select Touch, then the specified hand(s)/controller(s) needs to be touching …
Proximity
Proximity is the nearness in space between at least 2 objects. This condition checks if (at least) two objects are near one from each other. Mode: if you select ENTER, it means objects have to be close from one another at least at the specified distance (or below). If you select EXIT, it means objects need to be far from …
Point and Click
This condition checks if the user is pointing at a specific IO with the controllers. Make sure your Target Object has ‘Point and Click’ enabled as Manipulation mode. Point + trigger: allows you to check if the user is just pointing (like hovering) or pointing AND triggering at the same time (user presses trigger button). Hand: choose the hand you …
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