> For the complete documentation index, see [llms.txt](https://docs.engagevr.io/developer/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.engagevr.io/developer/creating-ifx/creating-an-ifx.md).

# 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.
* When adding a collider to an IFX, it should be convex and as simple as possible. The latest SDK uploader attempts to enable the collider option in the database automatically, but in some cases it may not detect the collider correctly.
  * If the collider option is unavailable for the IFX inside ENGAGE, or if the IFX does not appear in the Interactive IFX menu in the Experience Editor despite having collider(s) added, please notify the ENGAGE team.
