For better scene management it is advised all models (mostly in scene - permanent models) to be grouped under one gameobject in separate children depending on their category.



In this gameobject any static model should be placed to be easily recognized from the developer. Static objects are always treated differently (e.g. static lighting).



It is advised to have placed all the developer defined tools in the Dynamic part of Models. More specifically create a Tools/ToolSet parent-child gameobjects and in that have all tools. See image above. The ToolsManager.dll expects the gameobject to be created as explained.


M.A.G.E.S. SDK provides mechanics to spawn at each action holograms. These are gameobjects similar to the ones needed for the Action completion, but with the holographic shader and their purpose is to point to a key place for the action to commence/complete. This way of creating these “visual aids” is optional serving the role of an example. See Sample App for better understanding.


The tools to know that they are in their default position, they observe if they have collided with a collider called ToolSpawnPosition. This condition is checked inside the ToolsManager.dll. Make sure the collider has a layer observable to the Tools and ToolsOFF layer and that the name of the gameobject is exactly the described one.


Under this gameobject user created UI aidlines will be spawned.


Under this gameobject some random Quiz UIs will be spawned containing questions about the current Scene.