HyperSkill User's Guide
  • Overview
    • System Requirements
    • Create a HyperSkill Account
    • Quick Start Guide
  • Virtual Entities (VX)
    • Public Virtual Entities
    • Import Virtual Object (VO) from HyperSkill Desktop
    • Edit Virtual Objects
    • VX Publisher
      • Import Model as Virtual Object (VO)
      • Import Model as Virtual Person (VP)
      • Import Model as Virtual Space (VS)
      • Special Considerations
    • Export Model from SolidWorks
    • Export your Virtual Object to a QR Code (Hololens)
    • Special Virtual Objects
      • Train
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        • Setup
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      • Timer Display
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  • Authoring a Simulation
    • Object Browser
    • Inspector
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      • Actions
        • How to Author the State Machine
        • Add Feedback Log
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          • How to Author the Chat Box in a simulation
        • Animation Controller
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    • Object Groups
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      • Wire Builder Interface Description
    • Simulation Settings
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  • Experience a Simulation
    • User Interface
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  • AI
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    • Large Language Models & Data Privacy
    • AI Chat
      • How to Author AI Chat
      • SimKB
      • Edit Mode
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      • How to Author an Agent
      • Edit Mode
      • Test Mode
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    • Settings
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      • Helpful Terminology for Conversational AI
        • Multi-expert dialog
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        • Experts
          • List of experts developed so far
            • HM Graph Expert - Deployed
            • Key Phrase Expert - Deployed
            • Catch All Expert - Deployed
            • Azure PDF Expert - Standalone
            • Gaze Expert - Standalone
            • Knowledge Graph Expert - Standalone
  • Mixed/Augmented Reality
    • Create a Mixed Reality experience
    • Spatial Anchors
  • Publish
    • Playlist
    • LMS Integration
    • Embed Mode
  • Insights and Analytics
    • Logging Attributes
      • Detailed Event Table
      • Detailed Attributes Table
  • Web Portal
    • Simulation / Virtual Object Browser
    • Organizations
    • Settings
  • Subscriptions
  • Skillful
    • FAQ
  • Archived
    • Wires
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  1. Authoring a Simulation

Paths

The "Paths" feature can be used to create predetermined paths for objects to traverse. Special objects, such as the train, can allow the player to enter and then begin traversing the pat

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Last updated 7 months ago

The Paths feature allows authors to set up predefined paths for objects to follow in the scene. Special objects, like the train, can even carry the player along these paths.

Creating Paths

In Edit Mode, go to the Paths tab.

Type the name for your new path and click the "+" icon to start editing.

To create the path, click or drag along surfaces in the scene. Blue markers will appear at each checkpoint.

  • To finalize, press ENTER or click the confirm button. To cancel, press ESC or click cancel.

Adjusting Paths

Once created, select your path from the dropdown menu to adjust its settings. A green line will indicate your path.

Moving Objects Along Paths

  1. Under Object to Move, select the object from the dropdown and click "To Start" to place it at the start of the path.

  2. Use Preview to see the object in motion.

  3. Adjust the traversal time (in seconds) for the object to complete the path.

  4. Use Offset to reposition the object if it clips through surfaces.

Moving Object at Experience Time

To control an object's movement along a path during experience time, use the Paths state action.

  1. In the rules or scenario flow, add a Paths state action.

  2. Use the Run action to start moving the object along the selected path or Stop to halt its movement.

  3. Choose the specific path to manipulate from the dropdown menu.

This allows objects to dynamically start or stop moving on their paths based on in-experience conditions.