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. Getting Started
  2. Interaction Rig

Structure & Settings

Last updated 1 year ago

Once converted, your new camera will have the following structure in the Hierarchy window:

Head (IO): it contains the Camera you just converted. It is the object that is used to track the user head movements. The Head (IO) game object has more or less the standard Interactive Object structure of Zoe (details in IO section) with the addition of the Player Torso object. The Torso represents the approximate position of the torso below the head. You can change the distance between the head and the torso in the inspector. Right Hand (IO): Represents the right hand of the player/user. Left hand (IO): Represents the left hand of the player/user.

The Interaction Rig represents the user in the experience, when selecting it, inside the Inspector window you find the options that can be set and customised for the user: & Manipulation.

  • Default Input: choose an input that will be used by default for manipulating objects in the scene.

  • Controllers Raycast: lasers or raycasts come out of the controllers by default to help the user in the manipulation of objects.

  • Default Laser Parameters: settings for the laser by default, shown from the beginning (laser can be hidden or customised)

  • Manipulation Laser Parameters: settings for the laser when it hits and Interactive Object inside the scene (laser can be customised depending on the distance the controller is from the Interactive Object).

Navigation
Interaction Rig Structure
Manipulation and raycast settings