> ## Documentation Index
> Fetch the complete documentation index at: https://docs.altoura.com/llms.txt
> Use this file to discover all available pages before exploring further.

# 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

<Frame caption="Use the Add Step button in the ribbon to create a new state">
  <img src="https://mintcdn.com/altoura-785c3552/tTpIMxdUL2IATdoa/creator-studio/creator-app/images/states-add-state.png?fit=max&auto=format&n=tTpIMxdUL2IATdoa&q=85&s=18a2eb36a823d243fc3fb8efea002054" alt="Ribbon toolbar Step group showing Add Step and Preview buttons" width="746" height="686" data-path="creator-studio/creator-app/images/states-add-state.png" />
</Frame>

<Steps>
  <Step title="Open the Creator App canvas">
    You'll see a workspace with your existing states (if any).
  </Step>

  <Step title="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.
  </Step>

  <Step title="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...**
  </Step>

  <Step title="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 <a href="/creator-studio/creator-app/transitions/onentry">Entry & Exit Actions</a> section for details.
  </Step>
</Steps>

## Step Properties

Open the **Properties** panel by clicking **Step Properties** on the ribbon. For a step, the Properties panel shows three tabs:

<Frame caption="The Properties panel showing On Entry actions, Transitions, and On Exit tabs">
  <img src="https://mintcdn.com/altoura-785c3552/tTpIMxdUL2IATdoa/creator-studio/creator-app/images/states-properties-panel.png?fit=max&auto=format&n=tTpIMxdUL2IATdoa&q=85&s=663ee4368cef30a97f87e6e190d48e71" alt="Properties panel with On Entry, Transitions, and On Exit tabs" width="770" height="546" data-path="creator-studio/creator-app/images/states-properties-panel.png" />
</Frame>

| Tab             | What It Holds                                                                                                                  |
| --------------- | ------------------------------------------------------------------------------------------------------------------------------ |
| **On Entry**    | Actions that run automatically when the step is entered (load a scene, show a panel, set a variable, etc.)                     |
| **Transitions** | Events that move the training to another step (taps, moves, choices) — each transition can have conditions and its own actions |
| **On Exit**     | Actions 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

<Note>
  The full sequence is: **onExit of current state** → **transition actions** → **onEntry of next state**. Plan your actions with this order in mind.
</Note>

See [Entry & Exit Actions](/creator-studio/creator-app/transitions/onentry) and [Exit Actions](/creator-studio/creator-app/transitions/onexit) 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.

<Frame caption="Right-click a state to access Duplicate, Move, and Delete options">
  <img src="https://mintcdn.com/altoura-785c3552/tTpIMxdUL2IATdoa/creator-studio/creator-app/images/states-context-menu.png?fit=max&auto=format&n=tTpIMxdUL2IATdoa&q=85&s=dc151c65044aad4823d39a2d4119e0a6" alt="State context menu showing Duplicate, Move Up, Move Down, and Delete options" width="776" height="710" data-path="creator-studio/creator-app/images/states-context-menu.png" />
</Frame>

<Warning>
  Be careful: deleting a state also removes all transitions connected to it.
</Warning>

## 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

<AccordionGroup>
  <Accordion title="Organize states on the canvas">
    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.
  </Accordion>

  <Accordion title="Use the zoom controls">
    Zoom in to see details, zoom out to see the overall structure of your training.
  </Accordion>

  <Accordion title="Group related states visually">
    If you have multiple choice branches, arrange them side by side so the flow is clear.
  </Accordion>
</AccordionGroup>

## Next Steps

Now that you understand states, learn how to:

* **[Connect states with Events and Transitions](/creator-studio/creator-app/events)** — Define what triggers movement between states
* **[Add Entry & Exit Actions](/creator-studio/creator-app/transitions/onentry)** — Make things happen automatically
* **[Build Conditional Transitions](/creator-studio/creator-app/transitions/conditional)** — Create branching flows based on learner choices or variables
