Zoe for Unity: Help Center
  • Zoe for Unity - Help Center
  • Installation
    • Setting up Unity
    • Installing Zoe
    • XR Settings
    • Basic Scene
  • Getting Started
    • Interaction Rig
      • Create an Interaction Rig
      • Structure & Settings
    • Testing without a headset
    • Navigation modes
  • Adding interactivity
    • Overview
    • Interactive Objects
      • Creating IOs
      • Structure of IOs
      • IO Setup
    • Interactions
      • Interaction Setup
      • Conditions
        • Duration (parameter)
        • Gaze
        • Point and Click
        • Proximity
        • Touch
        • Manipulate
        • Inputs
        • Drop
        • Approach
        • Collision
      • Actions
        • Delay (parameter)
        • Scale
        • Rotate
        • Rotate Around
        • Translate
        • Activate
        • Audio
        • Animation
        • Physics
        • Change Material
    • Drag & Drop system
    • API - Custom Scripts
      • Create your own Condition
      • Create your own Action
  • Multiplayer
    • Installation
    • Photon Setup
    • Scripting Symbols
    • Get Started
    • Avatars
    • Multiplayer Conditions
    • Multiplayer Actions
  • Exporting Your App
    • Exporting your .apk for Quest
    • Sideloading your .apk on Quest
  • Lessons
    • Getting Started
      • Interactive Objects
      • Actions 01
      • Actions 02
      • Conditions 01
      • Conditions 02
  • MX PEN INTEGRATION
    • Installation
    • MX Pen Input Mapping
    • Changing the default MX Ink Visual
  • Swapping the MX Inc Visual In Play Mode
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  1. Adding interactivity
  2. Interactive Objects

Structure of IOs

Last updated 1 year ago

When you create an Interactive Object (IO), a new structure is generated from it in the Hierarchy panel of the scene:

  • Interactions: list of interactions defined by the user. You can add as many interactions as needed for each Interactive Object. To add a new interaction, just duplicate the “empty” one and rename the new interaction you created.

  • Visuals: List of user’s visual assets defining the visual aspect of this IO. Visuals can contain any number of 2D and/or 3D asset(s). This is where the base asset can be found after converting it into an IO.

Note: You can also leave the Visuals empty, just keep the 'Visuals' node and use the IO as a trigger zone like a checkpoint, an invisible button, or simply a Manager object assigning behaviours to other objects in your scene.

  • Proximity: this collider defines the zone around the IO that is going to detect proximity with other objects. Used for the 'Proximity' condition

    Each IO has a proximity collider. It is up to you to define its shape, position and size. By default, we provide a simple box collider but you can replace it with any collider type as long as ‘Is Trigger’ is checked.

  • Gaze: this collider defines the zone of the IO reacting to the user’s gaze (camera forward direction). Used for the 'Gaze' condition.

    It is up to you to define its shape, position and size. By default, we provide a simple cube but you can replace it with any shape as long as ‘Is Trigger’ is checked.

  • Hand Hover: this collider defines a zone around the IO detecting the controller raycast. Used for the 'Point and Click' condition.

    It is up to you to define its shape and size. By default, we provide a simple box collider but you can replace it with any shape as long as ‘Is Trigger’ is checked.

  • Manipulate: this collider defines the zone around the IO allowing to manipulate it.

    It is up to you to define its shape and size. By default, we provide a simple box collider but you can replace it with any shape as long as ‘Is Trigger’ is checked. In general this zone matches the shape of the object.

  • Snap Left/Right: these transform objects (a position in 3D space) define the position and rotation the IO will take when grabbed by the user’s 'hands' (controllers).

    It is up to you to define their position and rotation

IO Structure