Relevant VE2 documentation is linked at the bottom of this page
<aside> ℹ️ You’re near the end of the course! This lesson has deliberately been made to be pretty light to give you time to finish up any exercises from previous lessons that may still need doing. If there are any exercises from previous lessons that haven’t been completed, go and finish those up!
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In this course, you’ve already seen VE2 primary and secondary UIs, as well as worldspace UIs. There are another kind of UI called InfoPoints: these are UIs that can turned on and off by the player, with preconfigured settings to make it easier to put text, images or video into the scene. InfoPoints are also based in worldspace rather than screen space, because worldspace is much more suitable for VR.
Attaching an InfoPoint component to an empty gameobject will create two child gameobjects:
There is currently only a single InfoPoint type in VE2
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Exercise One - Create InfoPoints
Throughout this course, you have been developing a VE2 Plugin, which we refer to as a VE2 World. VE2 is not any single application, but a platform hosting a wide array of these worlds. When end-users (students and teachers) run VE2 in the lab, they will be taken to the VE2 Hub, where they can browse the available worlds and select which one to travel to.
To convert your Unity project to a VE2 world that appears on the list within the VE2 Hub, you will have to “build” your plugin. There are a few steps to this:

The VE2/VIRSE2 Hub, showing a number of plugins/worlds. Worlds are separated into categories. Your world will appear under the “experimental” category unless we’ve explicetely made it “live”