> For the complete documentation index, see [llms.txt](https://outreal-xr.gitbook.io/holofair-sdk/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://outreal-xr.gitbook.io/holofair-sdk/development/initial-setup/scenes-and-layers.md).

# Scenes & Layers

This page explains what position player appears at, what numbers and their meaning have for HoloFair and how HoloFair loads scenes

### Player Spawn

In HoloFair, Player Controller remains at the start at Vector3(0,0,0) and faces the global forward vector. See the image below and note the orientation of the scene:

To have a clearer view of this point for your own scene you can create a gameobject to see this point and work your scene around that.

![Currently selected gameObject is shown in the inspector. As you can see scene direction is set in way that when users appear in the scene their camera will face forward.](https://2540630353-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2Fk4EogWusoxJQBt7VlQ6B%2Fuploads%2Fu6vhBtPgRixc7EkvMFsD%2FPlayerSpawnsHere.JPG?alt=media\&token=aad92100-9d4f-4f5b-bcd0-6f3e1fdf7482)

### Layers

HoloFair Player Controller is based on rigidbody controller and collides with everything, however movement possible only on layers number 3 and 6. So, make sure walkable colliders are on those layers.

### Scene Loading

Next is about defining triggers boundaries and shapes which will act as portals that will trigger scene loading. HoloFair in general loads scene **additively** in **queue** manner, i.e. whatever first scene user triggered in, the same order they will appear on top of already loaded scenes. The same HoloFair does when user triggered scene unloading. \
More on how to set them up explore the next page about Portals.
