Skip to main content
VR projects mix Unity scenes with Molca scenario data assets. This page names the pieces so you can line up Build Settings, SharedString names, and BaseScenarioData without digging through every setup doc first. Related mental model: VR content hierarchy · Bootstrap: Runtime and settings.

Asset types (data)

Asset / modulePurpose
BaseScenarioData (SimulationScenarioData, TourScenarioData)Describes one scenario: kind (simulation vs tour), ids, timing, references used by ScenarioManager.
ScenarioDataConfigCatalog: 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 assets usually live under something like Scenario/Data/ or your content folder; the exact path is project-specific.

Scene types (Unity)

SceneTypical use
Preload / Auth / HomeShell flow before a scenario starts — see Scenes and build settings and VR session flow.
Scenario sceneContains ScenarioManager, ScenarioActivity roots (simulation), environment, and XR rig wiring for one runnable scenario.
Tour additive areaExtra scene(s) loaded by TourSubsystem / Tour area and spots while a tour scenario is active.
Rule of thumb: anything you 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

  1. Register scenario assets in ScenarioDataConfig (or your org’s fetch path) so Home / runtime can resolve them.
  2. Add Preload, Auth, Home, and each scenario scene to File → Build Settings (or your Addressables groups) — Scenes and build settings.
  3. Reference scenario data on the ScenarioManager in the scenario scene (and align mode driver / data kind).
  4. For tour, confirm area scene names match TourScenarioData / subsystem expectations and that TourSubsystem homeScene points at your Home scene’s SharedString.