puzzle-piece-simple2.1 Assembly

Create a new project using the URealXR template.

Configure the Content Browser to suit your workflow for efficient development.

In the folder VRAssembling/Meshes, you will find a 3D model named Fillet1_3. Drag this model into the viewport and place it at the edge of the table.It should look as follows.

Now we start the URealXR Toolset and navigate to the "Transformer" tab. To do this, go to the Editor folder and right-click on "Start". Then select "Run Editor Utility Widget".

On the right side, we select our desired Transformer — in this case, the Turnable. Directly below, under the "Selected" section, we can see our current selection in the viewport — in this case, the Fillet1_3.

Now we move to the other side. Under Common / Slot Name, we can enter any name that best describes the object — in our case, we’ll use "Screw".

The choice between "Assembly" and "Disassembly" in the URealXR Toolset indicates whether the object (in this case, the screw) should be assembled or disassembled in the VR environment.

If you select "Assembly", it means the screw is not yet mounted in the VR scene and must be placed by the user at a predefined location.

"Disassembly" represents the opposite situation: the gear is already mounted and needs to be removed by the user.

Since your goal is assembly, choosing "Assembly" is the correct step.

Before we continue with the conversion of the screw, let’s quickly switch to the Toolspawner and add a drill to the scene by clicking the "Electric Drill" button.

The result should look as follows: place the drill next to the screw. Once you have finished positioning the drill, reselect the screw.

Now switch back to the Transformer tab and make sure the screw is selected under Selected.

Now let's focus on the Turnables section, specifically on the Heads parameter.

Here, you define the type of screw. This value is generic and can be selected freely. However, it is important that the screw head type matches the selected attachment of the power drill.

If you try the dropdown menu now, you’ll notice that nothing has been populated yet. Press the button labeled "R". This will scan the scene for available tools and their attachments, and then populate the list accordingly.

This ensures that you only select screw head types that are actually supported by the tools present in your scene.

Select Socket as the attachment.

Next, let's take a look at the other parameters:

Head size: This value defines, in a generic form, the size of the attachment to be used. It must match the tool being used, such as the power drill or the wrench. 1 is the default value.

Angle target: This parameter defines how many turns are required to fully tighten the screw. It indirectly determines the thread resolution of the screw — the higher the value, the finer the thread.

Normal depth: This parameter defines how far the screw is driven in. The higher the value, the greater the distance it travels.

Hand turnable: This parameter determines whether the screw can be turned by hand.

Require Tightening: When this parameter is enabled, the screw must be tightened using a torque wrench. In this case, you can set the Torque value for the screw, which must match the value of the tool.

Additionally, you can define the angle (in degrees) at which the screw is considered "seated" — from that point onward, the actual tightening process begins.

Auto detach when unturned: When this parameter is enabled, the screw will automatically fall out of the Holo on the final turn during unscrewing, without needing to be manually removed.

By default, however, this function should remain disabled.

For the current example, please use the following settings:

Finally, click the "Spawn" button.

In this conversion phase, the toolset has transformed the original CAD model of the gear into two interactive elements.

Switch to the viewport and take a look at the Outliner. As you can see, two objects have been created:

  • BP_Part_Turnable: This serves as the interactable object for the VR user. It can be grabbed and moved.

  • BP_Slot_Turnable: This acts as a placement guide. The task is only considered complete once the part is correctly placed in the hologram and screwd in.

Now select the part in the viewport and move it to the left. This will make the two newly created objects easier to see.

Now try it out in VR.

You’ll notice that the gray screw can be grabbed, while the screw with the blue glow is not yet visibe.

To activate the target location where the screw should be placed, you first need to enable it.

We do this as usual using the Task Editor.

Switch to the Tasklist Editor at the top and create a new list. Name it accordingly, then create a new section that includes a task.

Assign the task to the actor that is listed under "Unused", and set it to Assembly with <slot>. It should look like this.

When you try it in VR, grab the screw, place it at the designated spot, and then pick up the power drill. Set the drill to the Socket attachment by pressing the "thumbstick" down a couple of times and screw the screw in.

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