Local Variable Interface Asset

Hello @lionel.nkombe,

I am working right now on a project with a similar interaction using 5 panels. The trick is to put your content into Pinboards and animate these pinboards using move to actions. Always keep a part of each pinboard visible where you would put a button that looks like a vertical ribbon. Each button will move the 5 pinboards so that the selected one is entirely visible.

Depending on the width of the “ribbons”, you then just have to do some little maths to get the correct positions for each pinboard when they are “opened”.

Seb

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Hello Seb,

Thanks for taking your time for helping others with precious tips, I try what you suggested and it rocks ;-D
It works perfectly.

Thanks again and wish you good fortune with your project.

Kind regards

Lionel

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By the way, for a similar, but somewhat different effect - if you wanted to have multiple ribbons that can all expand to fit the full width (as opposed to one at a time) - I’ve used Groups or pinboards, and bound their positions to Counters. Then touching the lowest ribbon (a toggle button) adds or subtracts X to the other ribbons in front of it. Then the second lowest ribbon adds or subtracts x to all the counters on top of it, and so on. This would allow you to have multiple expanded at once, in no particular order. Collapsing all simply unchecks all toggles.
Pretty simple, but maybe someone finds it helpful here!

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@AlexB Your solution looks pretty good too. Would you have a short video / GIF showing the result so we have a better “vision” of if?

Sure @Seb, I created a quick video for what I did. You can watch it here: RealEyes Intuiface Collapsable Menu - YouTube

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@AlexB that’s a brilliant way to create a collapsible menu! I’ll share your nice tutorial to the team and more :wink:

Thanks!

Hey Everyone,
I wanted to re-open this possible Idea of a local variable Interface Asset.

The System Info works well - however it makes testing quite difficult. Using the example of a project I recently completed - I have 6 different interactive screens. One XP goes to all the PC’s. The XP looks at the computer name from the system info IA, and changes content/filters according to that name.

This works great on Player, but it’s very difficult when changes need to be made and I need to “test” that each kiosk works correctly. I literally had to change my own computer’s name to resemble the name of a kiosk to make sure that all the interactions are correct.

So for that reason, in future projects, I’d prefer not to keep changing the name of my own computer to test how player will react. It’s a tedious process that requires restarts, and I’m not super confident that it’s a good solution :slight_smile:

Again, thanks for opening the discussion again. With a local variable (an IA that we can point to a specific file on the local drive of the player pc) I’d be able to change it as I’m working to make sure all interactions work properly. No restarts required!

Thanks again!

Hi @AlexB,

We have a similar issue, we have one XP going to multiple ‘dealers’. Although the project is the same for all, we need to customize the “about us” scene.

The way we did it, is by using the License number of the player from the System Info IA (didn’t want to do machine name since a user can change it). We added a JSON file to the XP the holds a list of all Dealers -> License. So, when the XP runs, it compares the License of the player to the list and sets the correct client. BTW we encrypt the file so a user cannot modify it.

In your case, if you need to test all the functionality on one device…you can have 6 files that each point your license to the functionality you are testing, then just swap out the file before you run the XP.

Again, you don’t need a lot of the security we used. So, you could do it by Computer Name and use an Excel file. Just swap out the XLS in the IA directory before you run the XP.

Hope this help.

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@AlexL
Thanks so much for the advice, that’s a great idea! One quick question to clarify - the Application License property of the System Info IA…that’s the license for whatever is playing the xp? So if I’m previewing in composer, it shows the composer license. But if I open it in player, it shows the player’s license?

I must have looked over that! For some reason, I thought it was the XP’s ID…but I never looked close enough.
Much appreciated.

@AlexB

Yes, the License number is of whatever is currently playing the XP…so, it’s the Composer license during build…but, it will be the player license when it’s playing on the Player.

BTW - it’s not the full License number, but It should be enough to identify a unique player in your environment.

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@AlexL
Fantastic, I’m going to have to do some testing with this the next time this scenario comes up!

Actually, I just updated the documentation of the System Info Interface Asset with this new property. Thanks guys for noticing this was missing.