🧰
Developer
  • ENGAGE SDK overview
  • Setting up the ENGAGE SDK
    • Registering as an ENGAGE developer
    • Setting up your local git repository
    • Installing the Unity Editor
    • Opening the ENGAGE SDK Unity project
    • Checking for SDK updates
    • Installing a platform build module
  • ENGAGE SDK project folders
  • General guidelines for 3D models
    • Optimizing 3D models
  • Locations
    • Guidelines for locations
    • Creating a new location
    • Building a location bundle
    • Testing a location locally on Windows
    • Configuring an object as a teleport target
    • Configuring the start position
    • Seats
      • Creating a seat
      • Using the summon to seat system
    • Network states
      • Network State Manager
      • Location Network States
      • Example network state configurations
        • Network state toggle object
        • Network state animation start/stop
        • Network state change animation
          • Creating an animation in Unity
          • Using Animator.Play(string)
          • Defining Animator transitions
          • Using Animator.SetTrigger(string)
        • Network state sync animation
        • Network state position toggle
        • Network state automatic door
        • Network state toggle skybox
        • Network state change materials
    • Adding grabable objects to a location
      • Resetting network objects with a button
      • Resetting network objects when out of bounds
    • Locations reference information
      • Basic requirements for a location
  • Immersive Effects (IFX)
    • Guidelines for IFX
    • Creating an IFX
    • Building an IFX bundle
    • Testing IFX locally on Windows
    • Specialized IFX
      • Animated IFX
        • Animation overrides
          • Legacy animations
          • Animator animations
          • Configuring additional Effect Life Run Control properties
      • Audio IFX
      • Interactive IFX
  • List of available prefabs
  • Available scripts
    • External Video Player
  • Profiling
  • Publishing to ENGAGE
    • Publishing checklists
    • Pushing files to your GitHub repository
  • AFX
    • Getting started
      • Changelog
    • AFX Graphs
      • Creating an AFX graph
      • Editing an AFX graph
      • Navigation and keyboard shortcuts
      • Adding an AFX graph to a game object
      • Nodes
      • Ports
      • Connections
      • Flows
        • Starting a flow
        • Using multiple flows
        • Chaining flows
        • Controlling flows
      • References
      • Using AFX Events
    • Networking AFX
      • Network State Modules
      • Ownership of networked objects
    • Animation curves
    • Node dictionary
      • ENGAGE
        • AFX Companion
          • Constant Collision
          • Grab Object
          • PathData
        • Networking
          • Network State Modules
        • Physics
        • Player
        • Seat
      • Events
        • Collision
        • Unity
        • AFX Events
      • Flow
      • Reference
      • Unity
        • Component
          • Animation
            • Set Parameters
          • Audio
            • Audio Reverb Zone
            • Audio Source
          • Collider
          • FX
          • Rendering
            • Camera
            • Light
            • Material
          • UI
        • Constraint
        • GameObject
        • Input
        • Physics
          • Raycast
            • Layer Mask
          • RigidBody
            • Joint
              • Hinge
              • Spring
          • Wheel Collider
        • Time
        • Transform
          • Get
          • Set
          • Space Switching
      • Variable
        • Bool
        • Comparison
        • Float
        • Int
        • List
        • Math
          • MathF
        • String
        • Unity Component
        • Vector
          • Quaternion
          • Vector2
          • Vector 3
            • Vector3 Math
    • Sample graphs
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ENGAGE SDK project folders

The ENGAGE SDK project includes folders where you add your assets, folders that include example assets, and folders that include resources that you must not modify.

Add your assets to the folders described in the following table:

Folder path
Purpose

/Assets/--IFX-Bundles-Desktop_And_Android

Add your IFX prefabs in subfolders in this folder. If you want to create additional subfolders, use the same naming convention. For example, ifx-groupname-2.

The ifx-groupname-1 folder contains five dummy IFX. These are empty game objects that you can overwrite to test your IFX.

/Assets/--Scenes-Bundles-Desktop_And_Android

Add your locations in this folder. Each location is a Unity scene. The groupname-scene-temp-1 folder contains an example scene. You can use this scene as the starting point for your locations. Create a new folder for each scene. Use your group name as the prefix for each folder.

Assets/Dependencies_IFX/Dependency_Folders

Add any assets that your IFX are dependent upon in this folder. For example, materials, meshes, and images.

Assets/Dependencies_Scenes/Dependency_Folders

Add any assets that your locations are dependent upon in this folder. For example, materials, meshes, and images.

The folders described in the following table include assets that you can use. However, other than scripts, don't use any of these assets directly. Duplicate an asset before you use it, and then move the duplicate to the appropriate dependency folder.

Don't modify any scripts. The scripts that are included in the ENGAGE SDK are solely for the purpose of setting parameters and mapping events to methods. Any local changes that you make to scripts will not appear in the ENGAGE app.

Folder path
Purpose

/Assets/ENGAGE_CreatorSDK/ExampleSceneAssets

Assets that are included in the example scene. If you accidentally delete an asset from the example scene, you can re-add it from this folder.

/Assets/ENGAGE_CreatorSDK/IFX_OPTIONS

Multiple subfolders of scripts that you can use to add functionality to your IFX.

/Assets/ENGAGE_CreatorSDK/Prefabs/Tools

A collection of commonly used objects and interactive elements that you can add to a location. Important: If you want to use a prefab, create a duplicate, and then add it to the appropriate dependency folder.

/Assets/ENGAGE_CreatorSDK/Scenes

A copy of the example scene that's included in your /Assets/--Scenes-Bundles-Desktop_And_Android folder. Important: We recommend that you don't modify this scene. After you open the scene, immediately save the scene with a different name in your scene bundles folder.

/Assets/ENGAGE_CreatorSDK/Scripts

Multiple subfolders of scripts that you can use to add advanced functionality to IFX and locations.

Don't use or modify the assets in any folders other than those described in the previous tables.

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Last updated 7 months ago