BaseScenarioData without digging through every setup doc first.
Related mental model: VR content hierarchy · Bootstrap: Runtime and settings.
Asset types (data)
| Asset / module | Purpose |
|---|---|
BaseScenarioData (SimulationScenarioData, TourScenarioData) | Describes one scenario: kind (simulation vs tour), ids, timing, references used by ScenarioManager. |
| ScenarioDataConfig | Catalog: collections of scenarios, execution/player mode, lookup after local or fetched content. |
SharedString (scene names) | Stable scene name indirection — update the asset when you rename a scene in Unity. |
Scenario/Data/ or your content folder; the exact path is project-specific.
Scene types (Unity)
| Scene | Typical use |
|---|---|
| Preload / Auth / Home | Shell flow before a scenario starts — see Scenes and build settings and VR session flow. |
| Scenario scene | Contains ScenarioManager, ScenarioActivity roots (simulation), environment, and XR rig wiring for one runnable scenario. |
| Tour additive area | Extra scene(s) loaded by TourSubsystem / Tour area and spots while a tour scenario is active. |
LoadScene by name (or Addressable key) must be included in the player build (or delivered as Addressables) and must match the string your code or data references.
Wiring checklist
- Register scenario assets in ScenarioDataConfig (or your org’s fetch path) so Home / runtime can resolve them.
- Add Preload, Auth, Home, and each scenario scene to File → Build Settings (or your Addressables groups) — Scenes and build settings.
- Reference scenario data on the ScenarioManager in the scenario scene (and align mode driver / data kind).
- For tour, confirm area scene names match TourScenarioData / subsystem expectations and that TourSubsystem
homeScenepoints at your Home scene’s SharedString.
Related
- New scenario quick start — asset to playable scene
- VR architecture — VR layers on Core
- Architecture — product-neutral stack
- Home UI — scenario selection entry