> ## Documentation Index
> Fetch the complete documentation index at: https://docs-unity.molca.id/llms.txt
> Use this file to discover all available pages before exploring further.

# VR assets and scenes

> How ScriptableObject scenario data, session flow scenes, scenario scenes, and tour additive scenes fit together.

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](/vr/sdk-content-hierarchy) · **Bootstrap:** [Runtime and settings](/overview/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](/vr/scenario-manager). |
| [ScenarioDataConfig](/setup/scenario-data-config)                 | **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 **assets** usually live under something like `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](/setup/scenes-and-build-settings) and [VR session flow](/setup/vr-session-flow-how-to). |
| **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](/vr/tour/tour-subsystem) / [Tour area and spots](/vr/tour/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](/setup/scenario-data-config) (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](/setup/scenes-and-build-settings).
3. **Reference** scenario data on the **ScenarioManager** in the scenario scene (and align [mode driver](/vr/scenario-mode-drivers) / data **kind**).
4. For **tour**, confirm **area** scene names match **TourScenarioData** / subsystem expectations and that [TourSubsystem](/vr/tour/tour-subsystem) **`homeScene`** points at your Home scene’s **SharedString**.

## Related

* [New scenario quick start](/setup/new-scenario-quickstart) — asset to playable scene
* [VR architecture](/vr/architecture) — VR layers on Core
* [Architecture](/overview/architecture) — product-neutral stack
* [Home UI](/vr/home-ui) — scenario selection entry
