Testing Your Experience
Before you can start testing your nodes in the Experience Builder, you need to connect your Experience Initiator to an Experience and connect your asset bundle to a space in an Altoura project.Connecting Your Experience Initiator to an Experience
In order to connect your experience initiator to an experience you will need :- your Realscale prefab
- an object or multiple objects in your Realscale prefab that will start your experience when pressed
- the product id you created in the portal
Connecting Your Asset Bundle to a Space
In the Altoura portal, go into the Project and Section you want to upload your asset bundle space to. Within the section you want, we should see an ‘Add New’ button where we can choose type ‘Asset Bundle’Opening the Project
First, make sure you have Altoura downloaded and updated on your device. Now we can open the app, and click the project you have uploaded your asset bundle content to. The app with check for any asset bundle changes and redownload if there are any updates.Starting Your Experience
In the space, find your Experience Initiator and press it. You should be able to go through the steps of your experience that are defined in the nodes of the Experience Builder on the portal.Testing Tips & FAQ
If a certain step is not working, check the references in your node. Use the node ID number at the bottom of the display panel in the app to determine which step you are on in the portal and double check any spelling mistakes or spaces at the end of your node fields. Can’t Start Your Training? This could be a few things:- double check you’ve pasted in the correct product id and that you’ve spelled ‘trainingId’ correct with capital I and a lowercase d, or it will not work.
- double check your training is active in the portal
- double check you have a collider on your parent trainable object
- double check you are incrementing the id in the Experience Initiator GameObject name if you have more than one Experience Initiator in your Realscale prefab ex TheNametrainable#1, TheNametrainable#2, TheName$trainable#3
- double check you have a collider on the top level of your training object that fits to the shape of your object
- double check you have the Manipulate event chosen t in the EventType dropdown in your node

