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MOTAR SDK Tab

Unity SDK

Introduction

The MOTAR SDK tab organizes the core features of the SDK for easy developer access.
When interacting with the MOTAR SDK tab the user will start off with an Authentication UI. Here the user will authenticate using their MOTAR account credentials.
After authentication, the user will see four tabs MOTAR Setup, MOTAR Prefabs, MOTAR APIs, MOTAR Discover.

MOTAR Setup

App Selection

This App Selection section pulls sandbox application data into the SDK from the user's studio organization. Here the developer has easy access to the app icon, name, description, client-id & client-secret.
If you don't see your application in the app selection tile, make sure you have a pair of clientId & clientSeceret Values generated on MOTAR Studio.

MOTAR Sandbox User Impersonation

As a developer, MOTAR Studio account holders have access to the Sandbox-Training environment. Select a user from the available name dropdown list shown here:
For this example, this sandbox user has been added to a class on MOTAR Training sandbox and has access to a course with an assessment module. Selecting this user's name from the list, clicking "Save Settings" and then "Impersonate" automatically pulled all that data from the course into the SDK with no friction for the developer.
To interact with the Training related tiles mentioned below you need to ensure your application has the Training Permission Scope on MOTAR Studio

Class Info

In this tile, the developer has access to all classes from the selected course. Here the class name will display along with groupID and join code values.
Group ID & Join Code values are required when interacting with class-related API calls! Here the SDK pulls and displays what you need as soon as a course is "Name" is selected!

Course Info

As a developer, I will see Course Info displayed in this tile. This information is updated based on the class selected in the previous tab. Here the developer has access to the course name, description, and the exposed course ID string.

Lesson Info

In this Lesson Info Tile, the developer has access to any needed lesson information including (Name, Description, and LessonID).
All the exposed training data from the selected sandbox course displayed in this tile encourages the developer to interact with other available API calls quickly.

Questions

The questions tile will display all assessment questions from the developer's selected lesson module from the previous tile.

MOTAR Prefabs

The MOTAR Unity SDK uses prefabs both to represent the state of a given assessment application and to facilitate communication with the MOTAR back end. The SDK’s template state machine represents a typical flow for a student taking an assessment after learning material.
It can be used as-is for most applications, or easily modified as needed to introduce new states as the specific app requires. The visual prefabs – Logged in/Logged out state, Login Form, User Profile info – are all designed to be branded as needed for the application you are developing. So long as you maintain the prefab structure and the connected scripts, the application can be updated visually without any disruption to its flow. “Note: we are working closely with Unity’s Visual Scripting team and will be updating the SDK on an ongoing basis, to introduce additional no-code/low-code capabilities”

MOTAR Authentication

Login State Button: This prefab handles / represents the users Login State . The prefab holds a script called "MOTAR Login State Button Handler" with the following data. The prefabs are shown below.
Login UI Canvas: This prefab is a Canvas UI used to login. Here the developer will enter the username and password in the fields found on the right of the canvas. In this scene, the user will input sandbox user information.
After auth the MOTAR-UserInfoCanvas will populate with the sandbox user's account information.
User Profile Canvas: The user profile canvas MOTAR-UserInfoCanvas populates with sandbox user info (profilePicture, first & last name) after authentication from the Login UI Canvas .

Assessment Components

Start Module Button: The start module button prefab removes/hides the UserInfoCanvas for the user and shows theQuestion Canvas in our demo example. This Start Module Button can be configured to push the user to any user-defined canvas/scene.
Questions Canvas: The Question Canvas prefab is set up to load questions from the developer's assessment lesson. This canvas prefab gives you the ability to set up an app-based assessment lesson in minutes!
Test Result Canvas: The test result canvas displays the user's assessment score.

MOTAR APIs

This tab in the SDK pulls in data directly from our Gitbook documentation.
On the left side of the panel, you will see all the API documentation sections and pages. Here the developer can select a page -> select an API call from the HTTP METHOD ENDPOINT table -> to view the summary and description of the request.
To see the full documentation of any API on the web, click on button
The easiest way to call REST APIs from a MOTAR Unity application is by using the DXAPIRequest gateway, which properly authenticates the API with the student's credentials.
To generate a code snippet that would properly call any of our REST APIs using the student’s credentials, select the API you need, and use the clipboard icon to populate the code snippet into your clipboard buffer. You can then paste the code anywhere it is required. The data is returned as a Json.net object or a Texture2D where applicable. For brevity, the snippet returns the data into a lambda completion function, which of course can be replaced by a delegate function of your choice.

MOTAR Discover

Coming Soon