๐งฑCore Concepts
Learn how Bonfire organizes experiences and defines interactive behaviors โ essential building blocks to get you started with confidence.
โถ๏ธ Watch the Video Guide: UI and Experience Creation
๐ Books & Series
Bonfire is structured using a Book metaphor:
A Book is the top-level container for an interactive experience. It might represent a game, a learning module, a simulation, or any interactive application.
A book isnโt just an appโitโs an experience. Books are made up of chapters, chapters hold maps, and Sparks are placed on top of those maps.
Player decisions in a Book are built using a system of Causes, Effects, and Modifiers โ the core of Bonfire's interactivity system.
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๐ Chapters
Each Book is divided into Chapters, which act like levels in a game or lessons in a course.
Chapters are modular and vary in size and complexity.
They can contain multiple scenes and interactive elements.
Chapters help organize the experience into digestible segments.
๐บ Maps
Maps are the 3D environments where the action takes place:
Maps live within Chapters and serve as the setting for user interaction.
Map Sparks include terrain, props, boundaries (e.g., walls, trees), and environmental settings.
The default map in Bonfire Builder starts as a simple green terrain โ a blank canvas for your ideas.
๐ง Behaviors: Causes, Effects & Modifiers
Bonfireโs Behavior system drives interaction.
Causes are the triggers โ like โuser presses a buttonโ or โplayer enters a zone.โ
Effects are the outcomes โ such as โopen a door,โ โplay a sound,โ or โshow a message.โ
Modifiers adjust how or when Causes and Effects apply, such as adding conditions or randomness.
This system allows creators to build rich interactivity without writing code.
๐ Traits
Traits are editable characteristics of any Spark (interactive object):
Examples include size, color, position, rotation, or movement speed.
Traits can be changed manually or programmatically using Behaviors.
This allows Sparks to be reused and customized flexibly by creators of all skill levels.
๐ก Summary
Understanding these core concepts will help you:
Structure your content clearly
Reuse and organize assets efficiently
Build powerful interactivity without code
Work confidently in the Builder, Player, and supporting tools
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