I do not understand the different between experienes and sences. Is the experienes the originally 3D world and the sences a view to it? But what is the meaning in this?
The other question is, how can I use a own sim server in sansar?
I do not understand the different between experienes and sences. Is the experienes the originally 3D world and the sences a view to it? But what is the meaning in this?
The other question is, how can I use a own sim server in sansar?
The experiences is a sim at a sansar server or? Will cost something in the future?
*growling* I can not correct wrong words in the earlier posts. sorry.
I don't believe there is a difference between an experience and a scene. "Experience" is just the word that Sansar chooses to use to describe what would be called a scene when working in Unity or Unreal.
You can edit your posts by using the small cog icon in the bottom corner of your comment or at the very top of the thread for your first post. :)
I hope this quote helps:
Experiences vs. Scenes
A Scene is a virtual space you have created in Sansar, including the ground, sky, and any imported objects in the scene. This is the world visitors see when they visit your experience.
An experience represents the unique address pointing to a particular scene in Sansar. Each experience consists of a unique name, a thumbnail image, information about the experience, and a link to a scene layout. Experiences are how potential visitors can find your content in the Atlas, a public listing of experiences in Sansar.
Ok I think, I understand now. You create a scene, and this scene be called experience, when it is published in the atlas. Thank you very much.
I know this is an old thread, but I still don't know if I fully understand the distinction between an experience and a scene. From what I can gather, a scene can only be linked to one experience, and an experience can be linked to only one scene. But, when you create a scene, a "template" of that scene is automatically created. It can be linked to new Experiences, but once you've done that, changes to the new scene (sky, ground, content) are separate from any scenes based on that same template. Is that a correct understanding?
This experience/scene dichotomy is needlessly complicated, IMO. I think it's a result of a tension between marketing and technical minds early on. Practically speaking, a scene is an experience is a scene. That's the starting point.
But yes, when you go to create a new experience you can choose to create a copy of any existing scene attached to an experience already. Yes, it is a copy, so your changes to it diverge from the original you copied.
You can also "orphan" a scene by deleting its experience. When you do, you can later create a new experience that you then point at your orphaned scene. When you do, you are not creating a copy, but using that scene. This is the opposite of what happens when you choose a scene already attached to an experience.
It does seem needlessly complicated.
It's actually very intuitive if you think of the experience as a container and the scenes as the things that go inside an experience. Rule that only one scene can go in this container at a time and in order to visit one of these things, you must have a container with a scene in it.
Quiet simple really and allows you to save and delete at different stages of this process.
I guess I can see the benefit of being able to delete a scene linked to an Experience and replace it with another scene. But, it still seems overly complicated to me.
It would be better if experiences were like Android applications on Google Play. You could have a certain number of scenes that are published and anyone can experience, and also be able to work on other scenes in the background with limited access. You would be able to "promote" a scene that you've worked on in the background to be the new version of a published experience.
To be sure, there is a method to their madness, as Gindipple intimates. They wanted to make it easy for you to hot-swap a newer version of a scene you've been working on into the existing URL. Practically speaking, an experience is just a fixed URL that you can thus redirect. This is handy for versioning experiences. To Andrew's point.
Although if they really wanted to improve that workflow, they would make it so you could easily yank a newer version of a scene away from your workspace experience and into the target experience's URL in one step instead of the multiple steps you now must take. Moreover, they would give us a button somewhere outside the experience to allow us to force everyone in one or more active instances into the new version (scene). I don't think that happens by default now, so people could be unaware of the update and stay indefinitely in the old version.