Table of Contents

Namespace Others

Classes

ARSessionIsReady

Detects if the ARSession is loaded and deactivates the loading screen.

ApplicationRuntimeManager

The ApplicationRuntimeManager handles the TrainAR menu lifecycle. It start and quits Trainings and Application.

LeaveAndResetARScene

Adds basic functionality like leave and reset application and scenarios.

MeshCombiner

The MeshCombiner is a utility class used by ConvertToTrainARObject to combine and simplify meshes before converting them into TrainAR objects and computing their outlines and adding behaviours.

ObjectInsideCollider

Detects collisions of the object it is attached to with other objects to enable combination.

PrefabSpawningController

Handles the initial spawning and positioning as well as the repositioning of the training assembly.

ScenarioCompleted

Handles the completion overlay that is shown at the end of the training.

SelectionBase

Editor utility script that is attached on TrainAR object conversion. With this, authors always select this object when a child is selected in the Scene view.

StartARScene

Starts the ARScene after the tutorial is finished.

StateRequestSimulator

Developer Utility. The StateRequestSimulator allows to test the visual scripting stateflows in the editor by simulating requests to the statemachine manually. This is attached to the framework but not active by default. To use it, the PlayModeButtonOverride has to be deactivated/deleted so the playmode can be entered. The StateRequestSimulator is attached to the root object of the TrainAR framework and can then be used in the Hierarchy.

TrainingCatalog

All trainings in the build (Resources/TrainARTrainings.asset), kept up to date by the editor tools. The home screen lists them.

TrainingInfo

Describes one training (Assets/Trainings/<Name>/<Name>_Info.asset): shown on the home screen and the first onboarding page, and its expert picture is used for the insights and the end screen.

TrainingSelection

The training chosen on the home screen. When a training scene is started directly (e.g. in the editor), it is the training of that scene.