Locations

What Are Locations?

ARIS objects (plaques, conversations, etc.) can be triggered by location (and QR code, or sequence). When an object has a location trigger, the player can access the object by

  • Physically going to the location, OR
  • Touching that location in the ARIS app’s map.

You can determine which way the player “goes” to the location to access your object.

  • Locations are not the primary interface in ARIS 2. This is a pretty big change from ARIS 1. For example, if you have a QR code based game, you don’t need to mess around with locations at all.

How to Create Locations

The locations tab isn’t how you first make locations. First, add a trigger for an object to a scene and make sure your select location in the trigger’s options. This is also where you can set some basic features of the location.

See the Scenes page for more details.

What the Locations Tab Does

The locations tab allows you to see all your trigger locations at once, and gives you a fine degree of control of how your locations work.

An example of many locations as seen in the Locations tab. An example of many locations in the Locations tab (bigger).
  • All of your existing location triggers will show up in the left sidebar, organized by object type. Select one to edit its options in the right sidebar.
  • The main window shows all of your locations on a Google Map. Switch to satellite view, or use the zoom controls to move around.
    • The red balloon is the center of each location. Drag it to move the location somewhere else on the map. Clicking on one will also make its options show up in the right sidebar.
    • The blue circles indicate the distance the player needs to be from the location before they can access the object. The circle can be resized using one of the four handles on the edge of the circle.

Location Options

  • Locks - you can edit the locks on this trigger.
  • Latitude, Longitude, and distance - The location’s current lat., long., and distance will be displayed and can be edited here. The numbers match the visual display in the main window.
  • The map title and icon options deal with what your player sees on their map to represent the object. There’s a toggle representing how the player views the object once they are actually in range:
    • Immediately - one additional option here, to make the object invisible on the map, like a trap door.
    • By touch - The player can view the object by tapping on its map icon.

Except the numerical entry and display of latitude, longitude, and distance, these options can be set in the right sidebar of both the Locations and Scenes tabs when a trigger is selected in the main window or left sidebar.

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