Interactions & behaviours
Interactions & behaviours
Interactions are how a scene responds. The model is simple: a trigger fires one or more behaviours. A behaviour can then trigger the next when it finishes, so you can build whole sequences — all without code.
Behaviours
A behaviour is something an object does. Add as many as you like to any object:
Movement
A gentle bob, spin, hover or pulse around the resting pose.
Animation
Play an animation clip baked into a model.
Visibility
Show or hide an object.
Transform
Glide an object to a new position, rotation or scale.
Sound
Play a sound effect or piece of audio.
Model State
Switch a model’s parts, variants and colours to a saved arrangement.
Go to view
Move the camera to a saved viewpoint.
Triggers
A trigger decides when a behaviour runs. Choose from:
- On load — the instant the scene is ready.
- When tapped — the viewer taps the object.
- Hotspot — a hotspot marker is tapped.
- Button press — a custom on-screen button is pressed.
- Toggle on / off — an on-screen toggle is switched.
- When dismissed — a rich-text panel is closed.
- After another behaviour — chain onto the completion of an earlier behaviour.
A behaviour can also run after a delay, and chained steps can each wait a set time before they fire — enough to choreograph a short sequence.
The interaction graph
Open Interactions in the scene editor to see everything laid out as a graph. Trigger nodes connect to behaviour nodes by edges you drag into place; chain one behaviour into the next and set the delay on each edge. It is the whole flow of your scene on one canvas.
Frequently asked questions
Yes. A single trigger fans out to every behaviour wired to it — they all start together.
Chain them: set a behaviour to run “after another behaviour”. When the first finishes, the next begins, after any delay you set on the connection.
Yes. The same graph drives both the AR experience on a phone and the 3D viewer on a desktop.