> For the complete documentation index, see [llms.txt](https://doc.realvirtual.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://doc.realvirtual.io/components-and-scripts/scene-interaction/hmi-components-pro/hmi-marker.md).

# HMI Marker (Deprecated)

{% hint style="danger" %}
**Deprecated — replaced in realvirtual WEB.** This Unity uGUI marker is deprecated and is **not read by realvirtual WEB**. The browser-based 3D-HMI provides signal-bound status indication through the **WebSensor** component — Low / High / Warning / Error states, ISA-101 colors and a 3D overlay — which exports via `rv_extras` and renders in [**realvirtual WEB**](/extensions/realvirtual-web.md). Use `WebSensor` instead of `HMI Marker` for new work.
{% endhint %}

HMI-Marker are used to visualize the state of a signal. They have to be within the "Worldspace"-Section of a tab.

<figure><img src="https://260262196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpYxFg97YnJX96UzNNTSd%2Fuploads%2Fgit-blob-6a146ea557c833fd2712dfc40d357b970cb503cd%2FhmiMarkerEx.png?alt=media" alt=""><figcaption></figcaption></figure>

The current prefab provides a simple cube as a marker object. But it is possible to customize this with a own mesh elements. The structure of the marker includes currently a game object "Icon" to map a user defined icon on the marker object.

<figure><img src="https://260262196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpYxFg97YnJX96UzNNTSd%2Fuploads%2Fgit-blob-df3d903d421e80a2dc05ecaae5ef4d58bb06bf4b%2FhmiMarkerStructure.png?alt=media" alt=""><figcaption></figcaption></figure>

## Properties

<div align="left"><figure><img src="https://260262196-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FpYxFg97YnJX96UzNNTSd%2Fuploads%2Fgit-blob-235e68642a52c16842378092a8f97523718e5d8a%2FhmiMarker.png?alt=media" alt=""><figcaption></figcaption></figure></div>

* Color On: Material which is active when the connected signal is high
* `Color Off:` Material which is active when the connected signal is low
* `ObjectTracking`: boolean wether the value object is placed next to a game object within the scene or not
* `TrackedObject`: game object within the scene which position is used to place the HMI value information
* `Offset` : Offset position to the object in up direction.
* `EnableGameObjectOnSignalTrue:` sets the defined game object active if the signal value is true
* `EnableGameObjectOnSignalFalse:` sets the defined game object active if the signal value is false
* `Signal Bool:` signal whose values are indicated by the marker


---

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