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Overview

The Enable Ray Cast action enables ray casting input mode, where learners use a ray or pointer to interact with objects at a distance rather than direct touch or click. The pointer projects from a fixed point (usually the center of the screen or from the learner’s hand) and intersects with objects in the scene. Ray casting is useful for interactions where direct clicking isn’t appropriate or where pointer-style input provides better interaction feedback.

When to Use

  • Pointer-based input — Learners interact through a crosshair or pointer rather than direct object clicking
  • Fixed position interactions — The learner is locked in place and must interact via pointer
  • AR/VR scenarios — Ray casting is the standard interaction method in immersive environments
  • Mobile compatibility — Ray casting often provides more reliable interaction on touch devices
  • Accessibility — Pointer-based input may be more accessible for certain learners
  • Specific interaction patterns — Some training scenarios require pointing-based feedback rather than direct touch

Parameters

ParameterTypeRequiredDescription
NoneNo parameters. Enable Ray Cast activates pointer-based input mode

Example: Activate Ray Casting

Action: Enable Ray Cast
Ray casting input mode is enabled. Objects in the scene respond to pointer input instead of direct clicks.

Ray Casting vs. Direct Click Interaction

  • Standard interaction mode for browser-based trainings
  • User clicks/taps directly on objects in the 3D scene
  • Works with mouse, touch, and trackpad
  • Intuitive for desktop and mobile users
  • Objects respond to clicks on their visual surface

Best Practices

1

Use sparingly

Most web-based trainings work fine with default click interaction. Use ray casting only when the scenario specifically benefits from pointer input.
2

Explain to learners

Use Show Panel or Show Text to explain how to use the pointer to interact.
3

Test interaction feedback

Verify that objects clearly respond to pointer intersection — learners need clear visual cues.
4

Consider mobile experience

Ray casting behavior may feel different on touch devices. Test thoroughly.
5

Combine with positioning actions

Pair with Teleport User To and Disable Self Teleport to lock the learner in a specific position for ray casting.
6

Document the interaction method

Explicitly tell learners they are using pointer-based interaction, not direct clicking.

Common Patterns

Pointer-Based Selection

State: SelectObjectWithPointer
  onEntry:
    → Enable Ray Cast
    → Disable Self Teleport (Disabled: true)
    → Teleport User To [observation-position]
    → Show Panel
        Title: "Identify the Defect"
        Display Text: "Use the pointer to select the faulty component. Hover over objects to highlight them."
        Billboard: true
    → Set Interactable Objects (["component-a", "component-b", "component-c"], true)

  transitions:
    - event: "component-a-selected"
      action: Show Text "Correct! That is the faulty component."
      target: "DefectIdentified"
    - event: "component-b-selected"
      action: Show Red Vignette
      target: "SelectObjectWithPointer"
    - event: "component-c-selected"
      action: Show Red Vignette
      target: "SelectObjectWithPointer"

  onExit:
    → Hide Panel
    → Hide Text
The learner is locked in a fixed position and uses the pointer to select the correct component.

Inspection from Fixed Viewpoint

State: InspectFromPosition
  onEntry:
    → Enable Ray Cast
    → Teleport User To [inspection-position]
    → Disable Self Teleport (Disabled: true)
    → Show Text "Use the pointer to inspect each component. Click to examine details."
    → Set Interactable Objects (["component-1", "component-2", "component-3"], true)

  transitions:
    - event: "component-1-inspected"
      action: Show Panel (Title: "Component 1", Display Text: "Dimensions: 50mm x 30mm. Status: Good")
      target: "InspectFromPosition"

  onExit:
    → Hide Text
The learner inspects multiple components from a fixed viewpoint using the ray cast pointer.

AR/Mixed Reality Interaction

State: ARObjectPlacement
  onEntry:
    → Enable Ray Cast
    → Show Panel
        Title: "Place the Object"
        Display Text: "Use the pointer to aim at the target location, then click to place."
        Billboard: true
    → Set Interactable Objects (["placement-area"], true)

  transitions:
    - event: "object-placed"
      target: "PlacementComplete"

  onExit:
    → Hide Panel
Ray casting is enabled for AR-style object placement interaction.

Distance-Based Selection

State: SelectFromDistance
  onEntry:
    → Enable Ray Cast
    → Teleport User To [viewing-position]
    → Disable Self Teleport (Disabled: true)
    → Show Text "Select the safety hazards using the pointer. Click on any dangerous areas."
    → Set Interactable Objects (["hazard-1", "hazard-2", "hazard-3", "hazard-4"], true)

  transitions:
    - event: "hazard-identified"
      action:
        - Record achievement "Hazard identified"
        - Show Text "Good catch!"
      target: "SelectFromDistance"
    - event: "all-hazards-found"
      target: "AssessmentComplete"

  onExit:
    → Hide Text
The learner identifies multiple hazards from a distance using the pointer.

Important Notes

  • Browser support — Ray casting requires WebGL and modern browser capabilities
  • Desktop vs. mobile — Ray casting works on both, but feel and feedback may differ
  • Not default for web — Most Creator Studio trainings use standard click interaction; ray casting is for specific scenarios
  • Combination with other inputs — Can be combined with Disable Self Teleport and Teleport User To for full control
  • Disable Self Teleport — Lock learner position when using ray cast pointer
  • Teleport User To — Position learner at the optimal viewing point for ray casting
  • Set Interactable Objects — Restrict which objects respond to ray cast input
  • Show Panel — Explain ray casting interaction method to learners