Basics
Concepts
Digital Twin Template
This is a template that defines a class of digital twins. Each template includes the metadata, mechanism, and 3D appearance of a certain class of digital twins. The same class of digital twins can be created using the template.
Digital Twin
Digital Twin: It is an equivalent mapping of a specific entity in the physical world in the information world. Each digital twin is a specific instance of a digital twin template.
Digital Twin Scene
This is a view of a single business environment, composed of instances of digital twins. It can also add custom business logic for the entire scene, as well as decorative elements made up of 3D resources.
Behavior Tree
This is a hierarchical node tree that controls the decision-making process of the digital twin, forming a series of decision logic to realize the operating mechanism of the digital twin.
Metadata
It is the abstracted structure and its properties, abstracted and summarized from the real object, used to describe the structured data of various features and contents of the real object.
Mechanism
Also known as logic, it refers to a series of decision logic to realize the operating mechanism of the digital twin.
Preparation
Download
Before you start using FactVerse Designer, you need to download it first.
Download address: https://apps.microsoft.com/store/detail/factverse-designer/9NJS5D6XZG0F?hl=zh-cn&gl=cn
Short URL for download: datame.sh/designer
System Requirements
To make sure FactVerse Designer works well, the following system configuration are minimum and recommended configuration requirements.
System | Minimum Configuration | Recommended Configuration |
Windows PC | Software: Window10 or above Direct3D 11.0 or above Hardware: CPU: Intel®Core™i5-6200U 2.30Ghz RAM:8GB GPU: NVIDIA GTX 1050Ti | Software: Window10 or above Direct3D 11.0 or above Hardware: CPU: Intel®Core™i7-11700 3.60Ghz RAM:16GB GPU: NVIDIA GTX 3070 |
macOS | Software: Monterey 12.0.1 Hardware: CPU: Intel Core i7 RAM:8GB GPU: Intel Iris Plus Graphics 640 | Software: Monterey 12.0.1 Hardware: Chip: Apple M1 RAM:16GB |
Acquiring Permissions
To obtain access to FactVerse Services and use FactVerse Designer, you must request permission from your enterprise administrator. The administrator will then assign appropriate permissions based on your role and requirements. This process ensures smooth access and usage of FactVerse Designer and other related products and services.
Once granted the necessary permissions, you can log in and start utilizing FactVerse Designer for your design and simulation needs.
Login
Regular login
To access FactVerse Designer, you can use your FactVerse user account and password to log in. Here are the steps to log in:
1. Open the FactVerse Designer login page.

2. Select Language and Server: On the login page, you can switch the page language to Simplified Chinese, English, Japanese, or Traditional Chinese. Additionally, you can choose the desired server, such as Mainland China, Japan, or Singapore.
3. Private Deployment (Optional): If your organization has deployed a private server, you need to perform the following steps before logging in:
a). Click on the Private Deployment icon .
b). In the pop-up Private Deployment Service dialog, enter your exclusive service code.
c). Click Confirm to return to the login dialog.
4. Enter your Account and Password: In the login dialog, enter your FactVerse user account and password.
5. Click the Sign in button.
6. If you belong to only one enterprise account, the homepage will be displayed directly.
7. If you have multiple enterprise accounts, a list of enterprise accounts will be shown. Select the enterprise account you want to use, and then the homepage will be displayed.

Third-party login
FactVerse Designer supports third-party login using Microsoft’s identity and access management service Azure Active Directory (Azure AD), enhancing the security for users when using FactVerse services. The following are the steps for using third-party login:
1. Open the FactVerse Designer login page.
2. Select Language and Server: On the login page, you can choose the desired language and server.
3. Private Deployment (Optional): If your company has deployed a private server, you need to perform the following steps before logging in:
a). Click on the Private Deployment icon .
b). In the pop-up Private Deployment Service dialog, enter your exclusive service code.
c). Click Confirm to return to the login dialog.
4. Click the Microsoft icon and then enter your third-party account credentials for login.
User interface
Homepage
Upon successful login, you will be directed to FactVerse Designer’s homepage. The homepage provides you with access to the editing interface, allowing you to quickly access recently edited digital twin templates and digital twin scenes.

In the homepage, you can perform the following actions:
1. Create and open digital twin templates: Through the home page, you can create new digital twin templates or open existing ones for editing and customization.
2. Scene management: The homepage provides scene management features, allowing you to create new scenes, open existing scenes, import scene files, and export scene files for sharing and backup purposes.
3. Recently edited list: On the homepage, you can see a list of recently edited digital twin templates and scenes. This feature enables you to quickly access recently used templates and scenes, improving your workflow efficiency.
Template Editor
In FactVerse Designer, by clicking the New button on the homepage or opening any digital twin template, you will enter the Template Editor interface. In the Template Editor, you can define a specific type of digital twin in detail, including metadata, logic, and model aspects, among others.

Menus
The “Menus” in the Template Editor contain commonly used tools and commands for creating digital twin templates. Below are the functions of each menu:
Menu |
Function |
File |
|
Tools |
|
Settings |
|
Toolbar
In the Template Editor, the “Toolbar” contains commonly used commands as listed in the table below:
Icon |
Description |
|
Home button: Clicking the home button will navigate to the main page. If there are unsaved modifications to the current template, it will prompt whether to save the current template. |
|
Save button: Save the newly created or modified template. |
|
Undo button: Undo the user’s previous action. |
|
Redo button: Restores the user’s previously undone action. |
Resources
The Resources pane in the Template Editor is in the left pane of the interface. You can resize the Resources pane by dragging the bottom or right edge of the pane. Additionally, clicking the title of the Resources pane allows you to expand or collapse it.
The Resources pane is divided into two sections: “My Resources” and “Tools”:
My Resources
My Resources
In the My Resources section, you can access all available 2D and 3D resources. These resources include various elements and components that you can use to design and customize your template.

Below are the features and interface elements in My Resources:
-
- Search: You can use the search box in My Resources to perform a fuzzy search for resources based on their names.
- Filter: By selecting tags, you can filter the resources in My Resources to display only those that have the chosen tags.
- Storage Path: Shows the storage path of the resource. Clicking
allows you to return to the upper level in the path.
- Refresh: Clicking the refresh button
allows you to update the resource materials. After uploading new resources, click refresh to view them in My Resources.
Resource Status:
-
- Not Cached: Cloud-based materials have not been cached locally, and the icon appears in gray.
- Downloading: When you click on a not cached material, the download process begins, and the download progress is displayed.
- Cached: The icon is lit up, indicating that the material has been fully downloaded and can be directly dragged and dropped into the scene for use.
Libraries
The Libraries section contains pre-set digital twin content provided by the system, including pre-defined basic elements such as generators, conveyors, and AGVs (Automated Guided Vehicles). These pre-set basic elements can be used as templates to help users quickly create complex digital twin templates.
In addition, the Libraries section also includes built-in system utilities such as subtitles, components, and shapes. These utilities enable users to add additional functionality and visual effects to the digital twin during the template editing process, enhancing interactivity and visual appeal.

Digital Twin Template
The Digital Twin Template pane is located below the Resources pane and is used to display the metadata, resources, and mechanisms of the current template. It is an essential component of the Template Editor interface, providing comprehensive viewing and management capabilities for the digital twin template content.

Scene Area
The “Scene Area” in the Template Editor is in the central pane of the interface and serves as the primary workspace for editing digital twin templates. Here, you can drag and drop models or tool resources from the Resources pane to start creating your digital twin template.

The Scene Area includes the following elements:
-
- Added Resources: You can add various resources, such as models, to the Scene Area for layout and editing purposes.
- 3D Scene Gizmo
: Located in the top right corner of the Scene Area, the 3D Scene Gizmo displays the current viewpoint direction. Clicking the scene gizmo allows you to switch between six views (Front, Back, Left, Right, Top, Bottom).
- Viewing angle reset button
: Clicking the reset button will bring the viewpoint back to the initial perspective, making it easy for you to readjust the view.
- Projection switch button
: By default, the perspective projection is used. You can switch to orthographic projection by clicking on the toggle button.
Attribute Pane
The Attribute Pane of the Template Editor is in the right-side pane of the Template Editor interface. It is used to edit the attribute information of the current template and the attributes of resources in the scene.

The “Attribute Pane” of the Template Editor has the following main functionalities:
-
- Edit Template Attributes: When you click on a blank area in the scene, the Attribute Pane will display the current template’s attribute information. Here, you can modify the template’s name, description, and thumbnail information.
- Edit Resource Attributes: When you select a resource in the scene, the Attribute Pane will show the selected resource’s attributes. You can adjust and set attributes of the resource here, such as size, position, color, etc.
- Data Binding: The Attribute Pane allows you to perform data binding, linking the attributes of resources to other data sources. Through data binding, you can achieve automatic updates and interactive effects for the attributes of digital twins. For example, you can use external data to drive rotations, movements, and other posture changes of the twin object, enabling more realistic and real-time simulation effects.
Scene Editor
By clicking the New button or the Open button of the Scene section on the homepage, you can enter the Scene Editor interface. In the Scene Editor, you can organize digital twins created from twin templates into a digital twin scene, which includes functions such as digital twin layout and connections between entrances and exits.

Menus
The Menus in the Scene Editor contains common tools and commands that you may use when creating twin scenes. Here are the functionalities of each menu:
Menu |
Function |
File |
|
Tools |
|
Settings |
|
Toolbar
In the Scene Editor, the “Toolbar” contains the following commonly used commands as shown in the diagram below:
Icon | Description |
![]() | Home button: Clicking the home button will navigate to the main page. If there are unsaved modifications to the current scene, it will prompt whether to save the current scene. |
![]() | Save button: Save the newly created or modified scene. |
![]() | Undo button: Undo the user’s previous action. |
![]() | Redo button: Restores the user’s previously undone action. |
![]() | Path map button. |
Resources
In the Scene Editor, the Resources pane is located on the left side of the interface. You can adjust the size of the Resources pane by dragging the bottom or right edge. Additionally, you can click on the title of the Resources pane to expand or collapse it.
The Resources pane consists of three sections: Digital Twin, My Resources, and Libraries.
-
- Digital Twin: In the Digital Twin section of the Resources pane, you can use digital twin templates to create digital twins and use them in your scene.
- My Resources: This section functions similarly to the “My Resources” in the Template Editor. It contains all the 2D and 3D resources available to you. You can search and filter to find the resources you need.
- Libraries: The Libraries section includes system-preset digital twin templates and built-in tools such as subtitles, components, and shapes. These tools can help you quickly add additional functionality and effects to enrich your twin scenes.
Digital Twin
In the Scene Editor, the Digital Twin pane is located below the Resources pane and is used to display all the digital twins present in the current scene. By default, it includes two light sources.

The Digital Twin pane in the Scene Editor provides the following functionalities:
1. Show or hide digital twins: When hovering over the digital twin’s name in the list, an eye icon appears to the left of the name. Clicking this icon allows you to toggle the visibility of the digital twin.
-
: The digital twin is currently visible. Clicking the icon will hide the digital twin.
-
: The digital twin is currently hidden. Clicking the icon will make the digital twin visible.
2. Select a digital twin: Clicking the digital twin’s name will select the digital twin for further editing or operations.
3. Adjust the Digital Twin pane size: You can resize the Digital Twin pane by dragging the right edge of the pane.
4. Collapse the pane: Clicking the title of the Digital Twin pane, hiding the digital twin list.
Scene Area
The “Scene Area” is in the central pane of the Scene Editor interface and serves as the primary workspace for editing digital twin scenes. In this area, you can layout, organize, and edit digital twins, models, and tools to create your desired digital twin scenes.

The main features of the Scene Area in the Scene Editor include:
-
- Drag and Drop Resources: You can drag and drop digital twins, models, or tools from the Resources pane into the Scene Area, placing them in the desired positions to start building your digital twin scenes.
- Editing and Organizing: In the Scene Area, you can edit and organize the added digital twins and models, adjusting their positions, sizes, rotation angles, and more to achieve the desired scene effects.
- Viewpoint Switching: The Scene Area supports multi-viewpoint switching. You can quickly switch between six views (Front View, Back View, Left View, Right View, Top View, Bottom View) by clicking the 3D Scene Gizmo located in the top-right corner of the Scene Area. This allows you to better observe and edit the scene from different perspectives.
Attribute Pane

The Attribute Pane in the Scene Editor is in the right pane of the interface and contains two tabs: Attribute and Behavior Tree. The two tabs allow users to switch and view different contents in the Attribute Pane.
-
- Attribute: When the Attribute tab is selected, you can view and modify the attributes of the digital twin scene, such as scene name, description, thumbnail, etc. Additionally, if a digital twin is selected, the attribute pane displays its specific attributes, such as position, main functions, entrances, etc. The Attribute Pane provides a convenient way for users to precisely set and adjust properties.
- Behavior Tree: When the Behavior Tree tab is selected, the Attribute Pane displays a list of available behavior trees for the current scene or the selected digital twin. You can click on any behavior tree in the list to open the behavior tree editor interface for editing and adjustments.
Behavior Tree Editor
FactVerse Designer provides an intuitive visual Behavior Tree Editor, eliminating the need for coding to create complex behavior logic for digital twins.
The Behavior Tree Editor interface consists of the following main components: Toolbar, Node Menu, Behavior Tree Editing Area, and Attribute Pane. Through the combination of the Node Menu, Behavior Tree Editing Area, and Attribute Pane, the Behavior Tree Editor offers a visual and interactive interface, enabling users to easily create, edit, and adjust the structure and behavior logic of behavior trees.

Toolbar

The Behavior Tree Editor’s toolbar contains a series of commonly used functional buttons for operating and managing the editor. Below are explanations of the toolbar buttons and their functions:
-
- Behavior Tree Attributes: This button is used to open or access the settings for the behavior tree’s attributes.
- Save: The Save button is used to save the currently edited behavior tree to the FactVerse Services platform.
- Save As: The Save As button allows users to save the currently edited behavior tree with a different name or path.
- Zoom View: The Zoom View button allows users to adjust the zoom level of the behavior tree in the editor interface. By clicking the Zoom View button, users can zoom in or zoom out the view of the Behavior Tree Editor to better observe and edit the details of the behavior tree.
- Delete Nodes: The Delete nodes button is used to remove the selected node. When a user selects a node and clicks the Delete nodes button, the node will be removed from the behavior tree.
- Close: The Close button is used to close the current Behavior Tree Editor. Clicking this button will close the editor and prompt the user to save any changes made to the behavior tree.
Node Menu
The “Node Menu” is located on the left side of the Behavior Tree Editor interface. From the Node Menu, you can select the appropriate nodes and then drag them into the Behavior Tree Editing Area to create and edit the structure of the behavior tree.
Composite Nodes

Composite nodes consist of the following three types of nodes:
-
- Parallel Node: All nodes under the parallel node are executed together, and if any one of them returns a failure, the parallel node returns a failure.
- Select Node: The child nodes under the select node are executed from left to right. As long as one child node returns success, the entire select node returns success, and the subsequent child nodes in the subtree will not be executed.
- Sequence Node: The child nodes under the sequence node are executed from left to right. If any child node fails, the sequence node will fail, and the subsequent child nodes will not be executed. Only when all child nodes run successfully, the sequence node succeeds.
Action Nodes
In the “Node Menu” of the Behavior Tree Editor, all node types other than composite nodes belong to action nodes. Action nodes include the following types:
Digital Twin Nodes

-
- Create Digital Twin: Creates a specified digital twin from the corresponding digital twin template with the specified pose (position and rotation angles).
- Delete Digital Twin: Deletes the specified digital twin.
- Set Attributes: Set the attributes of the digital twin or behavior tree.
- Set Digital Twin Pose: Sets the position and rotation of the digital twin or roles within the digital twin.
- Control Digital Twin Display Hidden: Shows or hides the digital twin or roles within the digital twin.
Path Nodes

-
- Move Digital Twins Along a Path: Moves the digital twin along the configured path.
- Set Digital Twin Moving Path: Configures the specified path to the digital twin’s attributes.
- Move one step: Moves the target digital twin one step at the configured speed.
- Generate Path: Modifies the digital twin’s movement path.
Role Nodes

-
- Play Animation: Plays the specified animation for the designated role in the digital twin.
Store Nodes

-
- Arrangement of Outgoing Goods: Moves the specified digital twin out of the designated storage area.
- Arrangement of Incoming Goods: Places the specified digital twin into the designated storage area.
Port Nodes

-
- Get Digital Twins from Input: Retrieves a digital twin from the specified entry/exit point and stores it in the designated attribute.
- Remove Digital Twin from Input: Removes the digital twin from the entry/exit point.
- Set Digital Twins to the Port: Places the target digital twin at the specified entry/exit point.
Behavior Tree Nodes

-
- Add Behavior Tree: Attaches the specified Behavior Tree to the target digital twin, enabling it to execute the behaviors defined in the behavior tree.
- Remove Behavior Tree: Detaches the specified Behavior Tree from the target digital twin, stopping it from executing the behaviors defined in the behavior tree.
Math Nodes

-
- Random Number: Outputs a random number.
- Addition: Performs addition operation on the target attribute’s value.
- Subtraction: Performs subtraction operation on the target attribute’s value.
- Orthostatic Distribution: Uses the input value to generate an output value following a normal distribution pattern.
- Poisson Distribution: Uses the input value to generate an output value following a Poisson distribution pattern.
- Sin Function: Converts the input value to its corresponding sine value and outputs the result.
- Cos Function: Converts the input value to its corresponding cosine value and outputs the result.
- Tan Function: Converts the input value to its corresponding tangent value and outputs the result.
Behavior Tree Editing Area
The “Behavior Tree Editing Area” is the primary workspace for creating and editing the structure and logic of the behavior tree. Users can drag nodes into the editing area, organizing them into a tree-like structure, and define the relationships and order between nodes. Users can adjust the positions of nodes and connect the lines between nodes. By working in the Behavior Tree Editing Area, users can intuitively build and modify the structure of the behavior tree.

Attribute Pane
The Attribute Pane is located on the right side of the Behavior Tree Editor interface and is used to set the attributes and execution conditions of behavior tree nodes. When a user selects a node, the Attribute pane displays the relevant attributes and conditional parameters of that node, which the user can set and adjust. The Attribute Pane also allows users to define the execution conditions of nodes, i.e., under what circumstances the node should be executed or skipped. By setting the execution conditions of nodes, users can control the behavior and execution logic of nodes based on specific conditions.

Behavior tree nodes
In FactVerse Designer, a behavior tree is composed of different types of nodes, including Root Node, Composite Nodes, and Action Nodes.
Root Node
When creating a behavior tree, a root node is automatically generated, serving as the starting point for the execution of the behavior tree. The root node cannot be deleted and can only connect to one child node.
Composite Nodes
Composite Nodes are used to organize and control other nodes. They act as flow control nodes, defining how the branches of the behavior tree are executed based on specific rules. Composite Nodes can be nested within each other. Composite Nodes cannot act as leaf nodes and can have two types of return values: success and failure.
Action Nodes
Action Nodes represent specific behaviors or tasks of the digital twin, such as moving along a path or waiting. Action Nodes are the leaf nodes of the behavior tree, where complex logic can be implemented. When an action node is executed, it performs a specific action and returns one of the following three return values:
-
- Success: Indicates that the node has been executed successfully.
- Running: Indicates that the node is still running, and it will continue to run when the behavior tree is called again.
- Failure: Indicates that the node has failed to execute.
Node execution rules
1. The behavior tree is executed from top to bottom and from left to right.
2. When the behavior tree reaches a terminal state, it returns to the Root Node and starts executing again.
3. The Root Node can only have one child node.
4. When a node has child nodes, it executes its child nodes first, from left to right. After all the child nodes have been executed, it moves on to the next node.
5. The behavior tree runs in a continuous loop according to the specified sequence unless it is in idle mode or has been deleted.
Node operations
Add nodes: Drag and drop nodes from the Node Menu into the Editing area.
Delete nodes: Select the node to be deleted in the Editing area and click the delete button on the toolbar.
Rename nodes: Select the node to be renamed in the Editing area and enter the new name in the node name area above the Attribute pane.
Connect nodes: To connect Node A with Node B, drag a yellow connection line from the bottom of Node A and connect it to the top of Node B. Release the mouse to complete the connection.

Organize nodes: Select the Root Node and press the “L” key to automatically organize the tree’s format.
Node conditions
Conditions
Node conditions refer to the criteria that must be met for a node to be executed. If the conditions are met, the node is executed; if not, it will not be executed and will return to its parent node.
The icon of conditions in the Behavior Tree Editor:
Condition groups
A condition group consists of multiple conditions within the group, and they are combined with the “AND” relationship. This means that all conditions within the condition group must be met for the node to execute.
The icon of condition groups in the Behavior Tree Editor:
Multiple condition groups
A node can have multiple condition groups. The relationship between two condition groups is “OR.” This means that as long as one of the condition groups is satisfied, the node can execute. The icon of condition groups in the Behavior Tree Editor: