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Types of Events

Events come in two groups depending on how they are created in Creator.

Directly addable from the event picker

When you add an event to a transition, the picker offers exactly three types:

Tap

Learner clicks or taps a specific 3D object.

Move

Learner completes an interaction that moves an object to its configured destination.

Rotate

Learner rotates an object around an axis.

Connected through Show Panel

Configure Choice and Next through the Show Panel action’s routing controls. They are not offered in the Tap/Move/Rotate event picker. Adding a choice or displaying Next does not, by itself, establish a complete route.

Choice

Emitted when the learner selects a panel choice. Connect each choice to the transition that should handle it.

Next

Emitted when the learner clicks the panel’s Next button. Check its linked transition and destination.

Event Details

Tap Event

The learner clicks or taps a specific 3D object in the scene.
On Tap event configuration showing Event Description, Target Objects, Instruction Animation, and Highlight Training Object options

Tap event configuration — set target objects, instruction animation, and highlight

Configuration options: Example: State “Wait for Valve Tap” has a Tap event on the valve object with instruction animation and highlight enabled.

Move Event

Configure the object and where it should end up. The learner’s interaction depends on the trainee device; see Browser and HMD Interaction.
On Move event configuration showing Object to Interact, Target Location with Reference Object and Position/Rotation/Scale fields, and Interaction Settings

Move event configuration — set object, target location, position, and interaction settings

Configuration options: If the event already has a spline path, Use Spline Path at Runtime controls whether that path is used. The waypoint list shows the stored path. Turning the option off preserves the path while using direct movement to the destination. Example: Step “Place the Pump” has a Move event for the pump, with the mounting location selected as its Reference Object. Set the destination offset, show guidance if needed, and connect the transition to the next step.

Rotate Event

The learner rotates an object around an axis.
On Rotate event configuration showing Object to Rotate, Rotation Axis, Target Angle, Enforce Rotation Direction, and Highlight Training Object

Rotate event configuration — set object, axis, target angle, and direction enforcement

Configuration options: Example: State “Open the Valve” has a Rotate event where the learner must turn the valve 90 degrees on the Y axis.

Browser and HMD Interaction

On an HMD, Move and Rotate describe object manipulation. Test settings such as Requires Both Hands, Requires Precise Positioning, and Enforce Rotation Direction on the intended HMD. In the browser trainee app, a standard Move or Rotate interaction starts an animation when the learner clicks or taps the target. Move then places the object at the configured destination; Rotate turns it by the configured signed angle about its local axis. These browser interactions do not validate physical two-hand use or the learner’s hand rotation direction.

Choice Event

Each panel choice has an event that you connect to a transition. The transition determines the condition, actions, and optional destination for that choice. How to set it up:
  1. Select the step’s Show Panel action, or add one to On Entry.
  2. Add the choices the learner will see.
  3. For each choice, use its routing control to select one of the options below.
  4. Review the resulting transition in Transitions, including its Destination Step, condition, and Actions list.
Example: In step “Tool Selection”, add choices for “Torque wrench” and “Screwdriver”. Use Navigate to another step to route the wrench choice to “Set the Torque” and the screwdriver choice to “Review the Tool”.
If two choices need the same actions, condition, and destination, bind both to the same transition using Select existing transition. Either choice can then trigger it. Use separate transitions when their behavior differs; a condition alone does not connect a choice to a transition.

Next Event

The Next checkbox controls whether the panel displays a Next button. The button also needs a linked transition to define what happens when the learner clicks it. Adding steps normally creates sequential Next routes. Check the existing binding before creating another transition. How to set it up:
  1. Select the step’s Show Panel action.
  2. Under Navigation Buttons, enable Next and set its label if needed.
  3. Check the linked transition. If none is linked, use Select existing transition, or choose Create new transition and click its creation button.
  4. Open the transition in Transitions and check its Destination Step, condition, and actions.
Example: Step “Show Instructions” displays a panel with Next enabled. When the learner clicks Next, the transition to “Start Activity” fires.

How Events Trigger Transitions

During trainee playback:
  1. An interaction emits its event.
  2. Higher-priority transitions are checked first. Transitions with the same priority are checked in list order.
  3. A transition qualifies when its event matches and its optional condition is true. A false condition skips that transition and all its actions.
  4. The first qualifying transition is selected. Only one transition is taken for that event.
  5. With a destination, the current step’s On Exit actions run, followed by the transition’s Actions and the destination step’s On Entry actions. Without a destination, only the transition’s Actions run and the step stays active.
If no transition qualifies, the event does not change the step or run transition actions. If a transition contains several events, matching any one of them is enough; the learner does not need to complete them all.
Leaving Destination Step unset keeps the current step active without repeating its entry or exit actions. To move to another step, select it under Destination Step; the current step is excluded from the list.
Example: feedback without changing steps. Keep the correct valve’s Tap transition connected to the next step. Add a separate Tap transition for the wrong object, leave its destination unset, and add Show Text with “Select the valve” to its Actions list. The feedback runs while the learner remains on the same step.

Connecting Events to Transitions

In Creator:
Transition panel showing event picker with Tap, Move, and Rotate options

The Transitions tab with event picker — click + to add a Tap, Move, or Rotate event

1

Select your current step

Click a step on the canvas.
2

In the Properties panel, go to the Transitions tab

Open Step Properties from the ribbon, select Transitions, and add or select the transition you want to configure.
3

Click the + button next to Events to add an event type

The picker offers Tap, Move, or Rotate. The event is added to the transition.
4

Configure the event

Set the target object and options in the event configuration panel.
5

Configure the transition's response

Add any condition and actions. Select a Destination Step to advance or branch, or leave it unset to run actions while staying on the current step.
For Choice and Next, use the Show Panel routing controls described above, then review the linked transition in the Transitions tab.

Best Practices for Events

Avoid ambiguous events. If the learner must tap a specific object, make it obvious (use a highlight or instruction animation).
For HMD tasks that require placement inside the reference object’s boundary, enable Requires Precise Positioning and verify the result on the device.
Give each linked transition and destination step a clear name. Confirm that every choice is attached to the intended transition.
Save the training and test each object, choice, and Next route in the trainee app. Check both passing and failing conditions, feedback that stays on the current step, and interactions on the intended device.

Next Steps

Learn how to: