Skip to main content

States

A state is a discrete moment or screen in your training — think of it like a single scene or lesson slide, but interactive. Each state can display a 3D scene, wait for learner interaction, or trigger actions automatically.

What Happens in a State

When a state is active, the learner sees:
  • A 3D scene (the environment or scenario they’re working in)
  • Possibly instructional content (text panels, highlights, instruction animations)
  • Objects they can interact with (tap, move, rotate, etc.)
The state stays active until an event occurs that triggers a transition to another state.

Creating a State

Ribbon toolbar Step group showing Add Step and Preview buttons
1

Open the Creator App canvas

You’ll see a workspace with your existing states (if any).
2

Click 'Add Step' in the ribbon

A new step appears in both the Steps list on the left and on the outline canvas. It is automatically selected.
3

Edit the step's panel content (optional)

The center area shows the step’s panel. Click the title and body text to edit them inline — the placeholders are Enter panel title… and Enter panel body text…
4

Open Step Properties for advanced settings (optional)

Click Step Properties on the ribbon to open the Properties panel on the right. From there you can configure on-entry actions, transitions, on-exit actions, and other step modules. See the Entry & Exit Actions section for details.

Step Properties

Open the Properties panel by clicking Step Properties on the ribbon. For a step, the Properties panel shows three tabs:
Properties panel with On Entry, Transitions, and On Exit tabs
TabWhat It Holds
On EntryActions that run automatically when the step is entered (load a scene, show a panel, set a variable, etc.)
TransitionsEvents that move the training to another step (taps, moves, choices) — each transition can have conditions and its own actions
On ExitActions that run when the step is left (stop audio, hide panels, save progress)
The step’s panel title and body text are edited inline in the center panel view, not in the Properties panel.

Start Node and End Steps

  • Start node: The training begins at a fixed Start node on the canvas. The first transition out of the Start node leads to your first real step. There is no per-step “entry” checkbox — you control the starting point by connecting transitions from the Start node.
  • End steps: A step that has no outgoing transitions effectively ends that path of the training. There is no separate “Final” flag; an end is simply a step the learner cannot leave. You can have several such steps (for example, one for “Passed” and one for “Try Again Later”).

onEntry and onExit Actions

Each state has two special action lists:
  • onEntry: Actions that run automatically when the state is entered (before anything else happens)
  • onExit: Actions that run when the learner leaves the state (after an event triggers a transition)
Common onEntry actions:
  • Load a 3D scene
  • Play narration or audio
  • Show a text panel with instructions
  • Highlight an object to guide learner attention
  • Set a variable (e.g., start a timer or counter)
Common onExit actions:
  • Stop audio or narration
  • Hide panels or highlights
  • Save progress to a variable
  • Reset object positions for the next state
The full sequence is: onExit of current statetransition actionsonEntry of next state. Plan your actions with this order in mind.
See Entry & Exit Actions and Exit Actions for more detail.

The Visual Canvas: Working with State Nodes

Selecting a State

Click any state node on the canvas to select it. If the Properties panel is open (toggle it from Step Properties on the ribbon), it updates to show that step’s tabs and actions.

Moving a State

Click and drag a state node to reposition it on the canvas. (This is purely visual organization — it doesn’t change the logic.)

Deleting a State

Right-click a state node to open the context menu. From here you can Duplicate, Move Up, Move Down, or Delete the state.
State context menu showing Duplicate, Move Up, Move Down, and Delete options
Be careful: deleting a state also removes all transitions connected to it.

Naming States: Best Practices

Give your states meaningful, descriptive names — not generic names like “State 1” or “Screen 2”. Good names make your logic easier to understand and debug. Good state names:
  • “Show Safety Warning”
  • “Wait for Valve Tap”
  • “Demonstrate Valve Opening”
  • “Show Completion Screen”
  • “Incorrect Choice Feedback”
Avoid:
  • “State 1”, “State 2”
  • “Next”, “Previous”
  • Single-word vague names like “Interaction”

State Canvas Tips

Use the canvas space to arrange your states in a logical flow (left to right or top to bottom). This makes your logic easier to follow and debug.
Zoom in to see details, zoom out to see the overall structure of your training.

Next Steps

Now that you understand states, learn how to: