Tutorial 7: Flexible Task Completion with Multiple Actor Options
A new feature in the Tasklist Editor is the ability to place multiple actors within a single task and select only certain ones that count toward the successful completion of that task.
For example, imagine that I have to place two fuses into a safety cabinet, but there are four possible positions where they could be inserted. Only two of these positions are correct. Regardless of which of the correct positions I choose, the task is considered completed after the second fuse is placed, and the next task will be loaded.
At the end of the training, I can then see whether I made a mistake or not.
We will now recreate this example in a simplified form.
In the first step, we bring the 3D model from the folder VRAssembling/Meshes/SM_Button_Button into the scene and position it as shown in the image.

After that, we open the Transformer, select “Moveable (Basic)”, and assign a slot name (Button). Then click the Assembly button and finally Spawn. Make sure you have the button mesh still selected while doing that.

Now select the 1_BP_Part_Mesh of the object you just created and move it to the left. The result should look as follows.

In the next step, duplicate the Part once and the Holo three times so that you have a total of 2 Parts and 4 Holos

In the next step, we will build the logic behind it using the Tasklist Editor. Go to the Tasklist Editor, create a new Tasklist, and assign a name to it. The result should look as follows.

In the next step, add a section and create a task within it.

In the next step, go to the “Unused” menu on the right side and click on the first button entry. Then drag it onto the “+ Create Actor Assignment” button and click the left mouse button again to confirm.

The result should look as follows.

Repeat this process for the remaining slots. The result should look as follows. We have now linked all the slots where the buttons should be placed in the Tasklist Editor.

If we look closely now, we can see that next to each slot entry in the editor there is a green button labeled “Correct.” This indicates that the holo is a valid target and counts toward the completion of the task.
In the example shown here, however, the task could not be completed, because we only have two buttons to place, but there are four possible target positions.

For this reason, we set the first two buttons to “Incorrect” by clicking on the button. This tells the system that four targets are available, but only two placements are required to complete the task.
It does not matter which of the four slots are used. However, if one of the incorrect slots is used, the system will display a notice at the end of the training indicating that a mistake occurred in this section.

Now try it out in VR
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