3.2 Adding visual guides
As you have probably noticed, a pointer arrow also appeared in the viewport each time you created an interactive element.
These arrows can help the user during disassembly by pointing to the object that should be interacted with.
These aids need to be activated in the Task Editor. Select the first arrow, the one next to the nozzle.

If you are unable to select the object, please check whether “Allowed Translucent Selections” is enabled under “Settings.”

In the Task Editor, open the second section “Remove hoze” and also open the task contained within it.

If you look closely, you will see a green button (Event) under the assigned actor. Click this button.

You now have the option to define what happens when this task starts.
With the arrow still selected in the background, click the highlighted button to assign it to the event.
What happens now? When the task becomes active, the arrow will be set to visible. By default, this arrow is set to “hidden in game,” which normally keeps it invisible. With this event, we toggle its visibility.

Finally, click the plus sign on the event again.
Since the arrow is still selected and has already been used before, the system recognizes your intent and automatically sets the arrow to be hidden again when the task ends.

Now independently add the appropriate arrows to the other sections as well.
Pro tip: You can also manually add these helper arrows into the scene via the Tool Spawner and the “Tasker Helper” button.
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