Multi-Scene Builds

One build can carry several scenarios, each reporting to its own app and program — no separate build per scenario.

The problem it solves

A single app has one runtime token. Without multi-scene support, each scenario would need its own build. The SDK lets one build hold many scenes, each routed to a different app.

How it works

When a scene loads, its manager calls AruvrTracker.Instance.ActivateApp(sceneName), which:

  1. finds the manifest entry for that scene by exact name (no guessing),
  2. flushes any statements still queued under the previous app, using the previous app’s token, so nothing cross-posts,
  3. switches the active token to the new scene’s app,
  4. starts a fresh launch id (each scene visit is a fresh attempt).

Opt-in and safety

Setting up a scene

For each scene you want tracked:

  1. In the scene — add an AruvrImpactManager (Add Component → ARUVR → Impact Manager). Its inspector shows the app and program the scene resolves to, or a warning if it is not linked yet.
  2. In the editor window — open the scene, go to the Connection tab, pick the Program and App, and press Link this scene’s app.

Repeat per scene. Build once; every mapped scene reports to its own app.

Renaming scenes

The manifest is keyed by scene name. If you rename a scene, re-link it in the editor so the key matches the new name. Until you do, the manager logs a warning and the scene does not track — it never mis-routes to another app.

Example: two scenarios in one build

Scene Program App
FireModule Fire Training Server Room
Warehouse_Confined_Space Confined Space Confined Space

Both scenes are in Build Settings, both have an AruvrImpactManager, and both are linked. The single APK routes each scene’s decisions to its own program on the dashboard.