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
      • Digital Caliper
      • Blur
      • Crossbow
      • Picture Frame
      • Drone
      • Painting
        • Setup
        • Spray Painting
        • Pen
      • Timer Display
  • Media Upload
  • Authoring a Simulation
    • Object Browser
    • Inspector
      • General
      • Description
      • Grab Mechanics
        • Basic
        • Slider
        • Rotator
        • Dragger
        • Grabber
        • Climbable
      • Customizable
      • Player
    • Scene Layout
      • Asset Movement Tools
      • Skybox
      • Set Spawn Position
      • Show Axis
      • Assets
    • State Machine
      • Scenario Flow
        • State Machine Interface
        • State Actions
        • Attributes
          • Default Attributes
        • Transitions
          • Use
          • Snap
          • Proximity
          • Collide
          • Utterance
          • Use Release
          • Conditions
      • Rules
      • Triggers
        • Collide
        • Conversation Update
        • Grab
        • Proximity
        • Rejected Intent
        • Snap
        • Voice Intent
        • Ungrab
        • Unsnap
        • Use
        • Use Release
        • Wait
      • Conditions
        • Simulation Condition
        • Account Condition / User Attributes
      • Actions
        • How to Author the State Machine
        • Add Feedback Log
        • Add a Follow Camera
        • AI Chat
          • How to Author the Chat Box in a simulation
        • Animation Controller
        • Animation State Transition
        • Camera
        • Change Character Prompt
        • Checklist
        • Display Image
        • Display Message
        • End Timer
        • Go To Sim
        • Highlight
        • IK Solver
        • Leaderboard
        • Lighting Settings
        • Look At
        • Microphone
        • Open Link
        • Particle Controller
        • Play Animation
        • Play Audio
        • Play Video
        • Quiz
        • Reset Chat
        • Rotate
        • Run Agent
        • Set Attribute
        • Show Feedback Log
        • Spatial Audio
        • Spawner
        • Speak
        • Start Timer
        • Switch Virtual Assistant
        • Transition Effect
        • Translate
        • VCode Function
        • Wait
    • Object Groups
    • Paths
    • Wires
      • Wire Builder Interface Description
    • Simulation Settings
      • Experience Settings
        • Microphone
        • Player
        • Documents
        • Virtual Assistant
        • Conversational AI
        • Wires
        • Pin Code Multiplayer Overrides
        • Experts
      • Authoring Settings
        • Desktop
        • VR
    • SimGenie
    • Simulation Templates
    • Save States
  • Experience a Simulation
    • User Interface
    • Controls
    • Multiplayer
  • AI
    • Natural Conversations
    • Large Language Models & Data Privacy
    • AI Chat
      • How to Author AI Chat
      • SimKB
      • Edit Mode
      • Test Mode
    • Agents
      • How to Author an Agent
      • Edit Mode
      • Test Mode
    • PDF Question Answering
    • Review Mode
    • Settings
    • Conversational AI
      • Helpful Terminology for Conversational AI
        • Multi-expert dialog
        • Natural Language Understanding
        • 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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On this page
  • Visibility
  • Grabbed
  • Snapped
  • Kinematic
  • Grabbable
  • Grab Type
  • Basic
  • Slider
  • Rotator
  1. Authoring a Simulation
  2. State Machine
  3. Scenario Flow
  4. Attributes

Default Attributes

There are a variety of attributes that are automatically added on to any asset that is added to the scene. Every created object will have these attributes generated and can be adjusted at the time of

PreviousAttributesNextTransitions

Last updated 1 year ago

Visibility

The Visibility attribute determines whether an Entity is active or not. If this attribute is false the Entity will be temporarily removed from the space and no functionality will work with the object until the Visibility is set to true. This has the additional effect of making any object with the Visibility attribute set to false invisible to the user.

Grabbed

The Grabbed attribute is a read-only attribute that you can use to see if an object is currently grabbed by the user. If an object is currently held the value will be true, and false if it is not.

Snapped

The Snapped attribute is used to change an object's location and parenting. By default an object is unsnapped. To set a Snapped attribute you need to select a different VO, and select a Hitbox on the VO. Adding Hitboxes is outlined in “How to Create a Hitbox with a Virtual Object” section. Doing this will cause the object's initial position, and rotation to change to that of the selected Hitbox and make the Entity the child of the selected VO Instance.

Kinematic

The Kinematic attribute is used to make an object no longer be affected by external forces, such as gravity. If the Kinematic attribute is set to true an object will not be able to be moved by another object pushing into it and if set or released in the air it will remain in the location it was released.

Grabbable

The Grabbable attribute defines whether an object is currently able to be interacted with utilizing the Grab function. This attribute must be true to utilize any of the GrabType attribute functions.

Grab Type

Basic

The GrabType will always default to the Basic value. The Basic grab type makes it so that when an object is grabbed it will follow the grabbed location, the controller in VR, or the grab point on Desktop/Web. In VR the grabbed object will not pass through objects and will be released from the grab or will push other objects around if they are not Kinematic when pushed into them with enough force.

Slider

The Slider GrabType changes the behavior of the grabbed object so that it slides along the designated axis for the length of the distance before stopping as if it is on an invisible rail. The possible Axis to select are X, Y, and Z. The length can be any value and can be negative or positive. The Max Length is given in meters. The Initial Position is a normalized value between 0 and 1 of how far along the slider you want it to be. A value of 0 would have it begin at its initial position, a value of 1 would have it at the end specified by the Max Length, and a value of 0.5 would have it halfway along the total possible length.

Rest Position and Rest Threshold are only usable in VR experiences. The Rest Position and Rest Threshold are a normalized values between 0 and 1 of how far along the slider you want it to be. A value of 0 would have it set at its initial position, a value of 1 would have it at the end specified by the Max Length, and a value of 0.5 would have it halfway along the total possible length. The Rest Position is the location where, if the Rest Threshold is not reached, the Entity will return to. The Rest Threshold is the value that must be exceeded or the object will return to the Rest Position on the grab release.

On a Desktop or Web experience, an object of the Slider GrabType can be engaged with the Grab Button and then moved with the K and L buttons on the keyboard. K will move the object in a negative direction and L in a positive direction.

Rotator

The Rotator GrabType changes the behavior of the grabbed object so that it rotates along the designated axis for the degrees specified by the Min/Max Angle. The possible Axis to select are X, Y, and Z. The Min/Max Angle can be any value and can be negative or positive. The Initial Angle is a normalized value between 0 and 1 of how far along the rotational values you want it to be. A value of 0 would have it begin at its Min Angle, a value of 1 would have it at the end specified by the Max Angle, and a value of 0.5 would have it halfway along the total possible rotational values.

Rest Position and Rest Threshold are only usable in VR experiences. The Rest Position and Rest Threshold is a normalized value between 0 and 1 of how far along the rotator you want it to be. A value of 0 would have it set at its Min Angle, a value of 1 would have it at the end specified by the Max Angle, and a value of 0.5 would have it halfway along the total possible rotation. The Rest Position is the location where, if the Rest Threshold is not reached, the Entity will return to. The Rest Threshold is the value that must be exceeded or the object will return to the Rest Position on the grab release.

On a Desktop or Web experience, an object of the Rotator GrabType can be engaged with the Grab Button and then moved with the K and L buttons on the keyboard. K will move the object in a negative direction and L in a positive direction.