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Many feature pages end with a Unity Editor section using Mintlify’s <Frame> component and an <img src="..." /> tag. Script-first APIs (HTTP, DI, events, custom Step / RuntimeSubsystem, session helpers, etc.) also include C# snippets earlier on the same page; inspector-heavy flows (VR steps, scoring assets, prefab wiring) keep the screenshot as the primary reference and add short Code sections only when useful.

Diagrams (Mermaid)

Architecture and flow diagrams use Mermaid fenced code blocks with the mermaid language tag so they render in Mintlify without Draw.io or image exports. See Architecture, RuntimeManager, SequenceController, and the VR scenario/session pages. Edit the Mermaid source in MDX to update diagrams; refer to the Mermaid documentation and Mintlify Mermaid for syntax and options.

Option A — Mintlify dashboard

  1. Open your site in the Mintlify dashboard editor.
  2. Upload or paste a screenshot where the placeholder sits, or replace the image block entirely.
  3. If the dashboard emits a hosted URL, set that URL as the src on the <img> (or use the editor’s image tool so it rewrites the MDX for you).

Option B — Files in this repository

  1. Export PNGs from Unity (Inspector, Hierarchy, Scene, Game view — whatever matches the caption).
  2. Save them under images/features/, using the same relative path as the src on that page (for example images/features/core/runtime-manager-prefab.png for /images/features/core/runtime-manager-prefab.png).
  3. Commit and push; Mintlify will publish static files from the repo.

Naming

Paths follow /images/features/{area}/{slug}.png so you can find assets quickly:
  • setup/ — ScriptableObjects, build/XR settings
  • core/ — RuntimeManager, sequences, HTTP assets, Localization, ColorID / ColorModule
  • vr/ — VR SDK: scenario, session, steps, interactions, tour, scoring
  • shared/_MolcaSDK/Code UI and preload
  • dt/ — Digital Twin SDK (_MolcaDT)
You may rename files as long as you update src on the corresponding page.

Optional frame

If a page does not need a screenshot yet, you can remove the Unity Editor section until you have art — the technical body remains valid without it.