Creating an IFX

An IFX is equivalent to a Unity prefab. If you create a Unity prefab and add it to an IFX bundle asset folder, you can then convert it into an IFX for use in ENGAGE.

Consider the following information when you create an IFX:

  • Use an appropriate name for your IFX. Each name must be unique within the ENGAGE platform. Use a naming convention where each IFX name begins with an abbreviation for your company, followed by an underscore. For example, EXR_ for ENGAGE XR.

  • The root object of the IFX must have a default scale of 1 for all dimensions. If you use a different scale, the scale is reset to 1 when the IFX is added to a Session, and your IFX may be distorted. As a best practise, create an empty game object as the root with a scale of 1.

  • Place all assets upon which your IFX is dependent in the /Assets/Dependencies_IFX/Dependency_Folders folder. This includes meshes, materials, images, and audio files.

  • If you want to add a collider to an IFX, notify the ENGAGE team when you submit your IFX. If you don't notify the ENGAGE team, the collider is automatically disabled. Also, use a concave collider, such as a box collider.

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