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Add interactivity to digital assets

Learn what behaviors are and how you can use different types of triggers with actions to create a behavior and make your assets in Adobe Aero interactive.


A behavior is the combination of a trigger and an action. Unlike static forms of media like photos or videos, when content is interactive, it draws the viewer of the experience into the scene and makes it so that the actions they take are rewarded by moments of delight and impact.

Behavior Panel Overview 

The Behavior panel is the central place to create, edit and iterate on the interactions in your scene.

  1. You can filter the Behavior panel view to show all behaviors within your project, or just those associated with the currently selected asset.

  2. Blocks can easily be moved around to fully control the order of execution of your actions.

  3. Some actions may show an alert to indicate that they require your attention in order to be validated and executed.

  4. Actions can be executed sequentially or in parallel. When actions are stacked and grouped in a container, all actions within the group will have to complete before executing the next action in the sequence.

  5. Blocks explicitly display the action name, the asset it is assigned to, and optionally a target asset name (if applicable) so that you can easily identify each step of your interactivity.


Note: if one of the actions in a group is set to run in Infinite mode, the system will not execute the next action in the sequence. To have an action run indefinitely without blocking the rest of the sequence, you can drag it out of the group.

How to apply a behavior to an object

  1. Select the object and tap the Behaviors tool from the Toolbar.

  2. Set a trigger from the Behaviors panel.

  3. Set an action and other options like subject, duration, delay, and more.

  4. Tap the check mark in the lower right to apply the behavior string.

If you are working on desktop, skip Step 4 and proceed to Preview a behavior.

Preview a behavior

There are two ways to preview an action before you share with viewers.

  • You can use the Play button on each action panel to review just the isolated action you are working on at the moment. 
  • To see the whole experience and how it will feel for the viewer, go to Preview mode. Use your own taps and movements to simulate other triggers to drive playback of the interactivity.

Want to know more about behaviors?

  • You can apply multiple actions to play one after the other. Set the action for one object to trigger an action for the other object. For example, on the touch of object A, set the object B to animate. 
  • You can also have multiple triggers in a single behavior. Tap the + trigger button to start a new row. For example, you can start one string of actions from a tap trigger, with another string of actions from an enter proximity trigger.


You can choose a trigger to execute the action that you have chosen for your object. For example, if you set the trigger as touch, then the selected action is applied when you touch the object.

  1. Select an object and tap Behaviors from the Toolbar.
  2. Set a suitable trigger.

You can choose from the below triggers:


Apply the selected action when the scene begins.


Tap the object to play the action.

Enter Proximity

Enter a defined enter distance of the object to play the action.

Exit Proximity

Enter a defined exit distance of the object to play the action.


You can set an action, that occurs when you activate a trigger. For example, if you set the trigger as start and the action as bounce, then the object bounces when the scene starts.

You can choose from the below actions:

Play Animation

Apply an animation that comes with the imported asset. If you import an object with an embedded animation, you can add additional recorded animation and select one of them to play.

Play Images Apply animation that comes with the imported animated image asset.
Play Audio
Adds audio to your asset and plays it back.

Path move

Use your device to direct the path of movement for the object. The path is then recorded and can be played back. You can initiate this mode from the animation action block. 


Spin the object 360 degrees.


Bounce the object up and down. 

Aim *

Rotate the object to aim at another object or the camera. This can be useful for signage so that the sign is facing toward the viewer of the experience. 


Unhide the object.


Hide the object.


Move the object by set amount.
Rotate the object by set amount.
Scale the object by set amount.

Move to *

Move the object to the given location.

Orbit *

Enable the object to orbit in a circle around another object.

Follow *

Make the object chase another object.


Set delays between actions.

Open URL Redirect to a website from within the app.

Actions marked with an asterix (*) require to define a Target or Center Location which can be the Camera, the Scene Anchor, an existing object, or an arbitrary point in space that is defined by dropping a Pin and placing it to the desired location using the manipulaton gizmos.
Pins are objects that can be manipulated like any other object to easily place them in the scene at authoring time; which means that they will not be displayed when previewing the experience.

What's next?

We've got you covered on how to make your assets interactive. You can now share your AR creations, or collaborate with others to work on Adobe Aero files.

Have a question or an idea?

If you have a question to ask or an idea to share, come and participate in Adobe Aero Community. We would love to hear from you. 

Don’t forget to showcase your work on Behance and seek inspiration from others' work as well.


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