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Build a training as a series of interactive steps, also called states. Events such as taps, movements, and panel choices can trigger actions or move the learner to another step.

The Workspace

Use the Steps list to select and organize steps. The center workspace provides three views:
  • Step Panel: Edit the selected step’s panel content.
  • 3D view: Work with scene objects and preview their placement and interactions.
  • Outline: Inspect steps and the transitions connecting them.
Creator canvas showing steps, 3D viewer, and properties panel

The Creator canvas with steps, 3D viewer, and properties panel

States (Nodes)

Appear as boxes in Outline. Each state represents a training step. Several states can share the same loaded 3D scene.

Transitions (Arrows)

Lines in Outline show transitions with destination steps. A transition can also run actions without leaving the current step.
Use these panels to configure the training:
  • Properties Panel: Opens with Step Properties on the ribbon. Holds On Entry, Transitions, and On Exit tabs for the selected step.
  • Add Action picker: Opens inside the Properties panel tabs when you add an action. Search or browse actions by category.
  • Variables pane: Create and manage custom variables used in conditions, actions, and panel text.
Add Action picker showing actions like Set Variable, Delay, Load Scene grouped by category

Add Action picker — browse or search actions by category

Variables pane showing an empty Custom Variables section and the Add Variable menu with String, Number, Boolean, and Array options

Variables pane — view and add custom variables

How Training Flows Through States

When training starts, it enters the first step and runs that step’s On Entry actions. These actions can load a scene, display instructions, and prepare objects for interaction. Later steps can reuse the loaded scene. For an event-driven transition to another step:
  1. An event occurs, such as a tap, Move, Rotate, panel choice, or Next click.
  2. The training selects a matching transition whose optional condition is true. If none qualifies, the current step stays active and no transition actions run.
  3. The current step’s On Exit actions run.
  4. The selected transition’s Actions run.
  5. The destination step is entered and its On Entry actions run.
If the transition has no destination, only its Actions run and the current step stays active without repeating On Exit or On Entry.
An end step has no transition leading to another step. It can display a completion message or other final content; there is no separate Final-node setting to configure in Creator. See States for more detail.

Key Concepts at a Glance

States

Training steps with entry actions, transitions, and exit actions. Load a scene when needed and reuse it across steps.

Events

Interactions such as tapping an object, completing a Move or Rotate, choosing a panel option, or clicking Next.

Transitions

Rules that respond to events. They can include conditions, actions, and an optional destination step.

Conditions

Logical rules (e.g., “score >= 80”) that determine whether a transition fires.

Variables

Custom values of type String, Number, Boolean, or Array that can be read and updated across steps during training.

Actions

Things your training does: load a scene, play audio, show a panel, set a variable, or highlight an object.
The panel’s Back button uses training navigation history. Configure ordinary event-driven routes through Transitions; Back is separate from those routes.

Next Steps

Ready to dive deeper? Here’s what you’ll learn:

States

Create and configure discrete moments in your training.

Events

Understand what triggers transitions: taps, moves, choices, and more.

Conditions

Build branching logic so your training responds to learner behavior.

Entry & Exit Actions

Learn what runs automatically when states start and stop.

Variables

Store and use data throughout your training.

Conditional Transitions

Combine events, conditions, and actions into powerful branching flows.