Structure of an IO

Sylvain Joly

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Structure of an IO

WARNING: Never modify the basic hierarchy structure of an IO. Only the interactions list and the visuals can be modified at will.

This is how an IO looks like using SpatialStories for VR:

Interactions

  • A list of all the interactions of this IO.
  • You can add as many interactions as needed for each Interactive Object.

Visuals

  • List of user’s assets defining the visual aspect of this IO.
  • Visuals can be anything 2D, 3D,…
  • You can also leave this empty (keep the Visuals node and remove anything inside it) to use this IO as a trigger zone like a checkpoint, an invisible button, etc.
  • When you convert an asset into an IO, the asset itself is automatically placed in the Visuals child part of the IO.

Proximity

  • Zone around the IO where collisions can occur.

Gaze

  • Zone around the IO that reacts to the gaze of the user (camera forward direction).

Hand Hover

  • This zone defines where the IO will react to hovering with hands ray cast.

Manipulate

  • This zone defines where the IO can be taken with Grab ability.

Snap Left

  • This transform object defines the position and rotation the IO will translate into when grabbed by the left hand.

Snap Right

  • This transform object defines the position and rotation the IO will translate into when grabbed by the right hand.

Audio Source

  • This object will play the audio clips defined by your actions automatically at runtime (do not put any clip inside). What you can do is associate an Audio Mixer.