Training Builder Menu

Training Builder is a visual tool that allows VR experience designers to control the logic in the VR experience without the need to write any code.

Training Builder allows the user to link an Event with Response(s)

An Event is fired when something happens in the experience, for example when the user clicks on a specific object, or when an object collides with another object. A Response is a reaction the VR experience should do when an Event takes place.  

For example, when the user clicks on Globe Object (Earth_geo) Scene Node in the Node Triggered Event, it starts the rotation sequence (Play Sequence) Response, as shown in the following image 

image.png

There is no limit to the number of elements in Training Builder. The user can add as many elements as needed in diagrams.  
Each Diagram can have up to 300 elements to keep things organized for big projects. For small projects one diagram should be enough, for larger projects the user needs to organize work by keeping up to 300 elements in each diagram.


Creating your first VR experience can serve as a good first interaction with the Training Builder to see it in action  



The following video provides more details about using Training Builder 



SimLab Academy (in the Library panel) includes a section dedicated to Training Builder tutorials.

image-1640785326141.png

Variables and Expressions

Using Training Builder, enables users to add variables and use them in creating VR experiences. Check this tutorial about using variables in Training Builder.

Supported variables are of the following types:

String Variable; Stores object names, message data, ..etc
Number Variable; Supports both integer and float numbers. Can be used for calculating, and storing values
Time Variable; can save time at any stage of the VR experience

String Variables

The initial value can be set to any string in the variable editor in the training builder.
When used in Change Variable response, the string should be surrounded by single quotations (' ')

Expression-supported operations include adding strings and substring

Number Variables

Initial Value can be set to any float or integer numbers, the following operations are supported for number variables
Increment: Adds one to the current value
Decrement: Subtracts one from the current value
Time Difference: Calculates the difference in seconds (up millisecond precision) between two-time variables
Expression: a large number of expressions are supported, list of supported expressions can be found in the following link, The following tutorial shows how expressions can be used in Training Builder

 

Time Variables

The initial value for all time variables is set to the start time of the VR experience, at any point of the VR experience the user can capture the current time and store it in a time variable

Variable writer

This tool enables the user to track the value of a variable in the VR experience

The value of the variable is updated dynamically, so whenever the variable value changes the variable writer will be updated to show the new value of the variable. Variable Writer is available under the VR Effects Menu.

The user can control its size, and place, so it can be aligned on a wall in the scene or on a monitor, user selects which variable to view, the color of the text, and the prefix text.

Having multiple Variable Writers belonging to the same group makes them have the same font size.

Create/Edit Variables

Variables can be created and edited by clicking the Edit Variables button at the top right part of the Training Builder. It allows the user to view/delete/change the initial values of existing variables, or create new variables.

Clicking '+' at the top right corner of the Edit Variables and Initial Values dialog will add a new variable. The user can click to change the name of the variable, select its type from the combo box, and set its initial value.  

image-1640786112008.png

Inputs

Inputs are entities used as triggers for actions in the Training Builder diagram. For example, if multiple nodes in the diagram use a Scene Node, it can be used as input and be connected to multiple blocks. Updating the input once will be reflected all blocks using this input.

image.png

Icons Inputs Name

image.png

Sequence

image.png

Scene State

image.png

Scene Node (object)

image.png

String

image.png

Variable

image.png

Action

image.png

Boolean

Events

Events are triggered when something happens in the VR experience. 

image.png

The following image shows how to use Scene Start Event, which takes place as soon as the VR experience starts, to play Sound Action Response.   

image.png

Icons Events Name

image.png

Scene Start

image.png

Scene State Applied

image.png

Sequence Ended

image.png

Node Entered Node

image.png

Node Exited Node

image.png

Node Triggered

image.png

Node Grab Started

image.png

Node Grab Ended

image.png

Delay

image.png

Grip Pressed

Responses

Responses are defined reactions to events. To link a Response to an event simply the user needs to connect the Execute channel from the Event to the execute channel of a Response. The user can connect the output Execute channel from a Response to the input Execute channel of another response to guarantee the order of execution and to link multiple responses to an Event.

image.png

The diagram below shows responses for clicking on an object (Node Triggered)
1- Play a Sequence
2- Wait for 2 seconds
3- Hide an object from the scene 

image.png

Icons Responses List

image.png

Apply Scene State

image.png

Play Sequence

image.png

Show/Hide

image.png

Teleport to Camera

image.png

Sound Action

image.png

Report user-defined measurement

image.png

Change Equipment State

image.png

Change Node Grabbable State

image.png

Stop Sequence

image.png

Show Message Box

image.png

Change Node Action

image.png

Video Action

image.png

Active Quiz/Survey 

image.png

Change Grabbable Sequence  

image.png

Advanced Change Variable Value

image.png

Branch (Checks value if true follows one path if false follows the other)

image.png

Get Attribute Value

image.png

Set Attribute Value

image.png

Glow Object

image.png

Un-glow Object

image.png

Point To Object

image.png

Remove Point To Object

image.png

Get Position

image.png

Set Position

image.png

Fall to Surface

image.png

Reset Rotation

Booleans

Booleans include two groups States, and Operations. 

image.png

States are similar to events, and the current state can always be gotten from them. For example in the following image, Objects Overlap is shown, if the two objects Overlap you get OnTrue execution, as soon as they do not, you get OnFalse execution. The output Boolean value can be checked at any point to see if they are Overlapping on not. OnTrue or OnFlase are only fired when the state changes.

image.png

Opinations allow running Boolean operations on Boolean variables. Supported operations include And, Or, and Not 

Icons Booleans List


image.png

Compare Variable Value

image.png

Objects Overlap

image.png

Object is Grabbed

image.png

And Operation

image.png

Or Operation

image.png

Not Operation

Templates 

Training Builder works great for describing multiple-step training scenarios. But what if the same behavior is repeated for a class of objects? For example, if the user ends up grabbing any of the tools in the training, the response should be for it to fall to the ground, this is when templates are used.

To Create a Template diagram in the Training Builder click Create Template button at the top right side of the Training Builder.

image.png

After clicking Create Template, a new Template diagram is added. A template diagram is different from a regular Training Builder diagram in its orange background marks, and in Template Scene Node block added to it. This block can not be deleted. 

image.png

Template Scene Node block selects a group of Nodes based on a query that can include one or more rows connected with And or Or, as shown in the following image.


image.png


Logic connected to the Templet Scene Node block will be applied to each Node that satisfies the selection query, for example in the previous image, each object having "box" in its name, and "wood" in the value of its material attribute will be selected. 

The following tutorial shows the power of Template Diagrams in the training builder

Advanced Features 

Copy part of a diagram

To repeat the same logic for more than one object (in case templates did not do the job), part of the diagram can be copied. This is done by using the Left Mouse button to highlight the part of the diagram to copy, while the section is highlighted click CTRL + C to copy it, then CTRL + V to Paste. After that, the Scene Node Object needs to be changed, and any block needs update.