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	<title>GURaaS Developer Community - User contributions [en]</title>
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	<updated>2026-06-10T00:23:00Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://dev.guraas.cradle.buas.nl/index.php?title=MediaWiki:Common.css&amp;diff=478</id>
		<title>MediaWiki:Common.css</title>
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		<updated>2021-10-26T12:58:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
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&lt;br /&gt;
.wikitable &amp;gt; tr &amp;gt; th, .wikitable &amp;gt; tr &amp;gt; td, .wikitable &amp;gt; * &amp;gt; tr &amp;gt; th, .wikitable &amp;gt; * &amp;gt; tr &amp;gt; td {&lt;br /&gt;
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		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=477</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=477"/>
		<updated>2020-09-21T08:12:43Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to GURaaS.&lt;br /&gt;
&lt;br /&gt;
To get started with &#039;&#039;&#039;data collection&#039;&#039;&#039; with your game, you have to register and login into our [https://portal.guraas.com portal].&lt;br /&gt;
&lt;br /&gt;
The portal is where you are able to manage the games and their associated data. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; To register please follow this [https://portal.guraas.com/user/register/ link]. &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Since GURaaS is a new service we are looking into setting up an appropriate certified mail server, as such, the confirmation email might be ending up in your spam folder&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Portal.newGame.png|thumb|452x452px]]&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; If you already registered please [https://portal.guraas.com/user/login/ login.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; Create a new Game entry. On the left side, under Games &amp;gt; Add new game.&lt;br /&gt;
&lt;br /&gt;
There are a few mandatory fields which are indicated.&lt;br /&gt;
&lt;br /&gt;
You can ignore the Hooks section, for now. To know more about in-game [[In-Game Hooks|Hooks, please read this section]].&lt;br /&gt;
&lt;br /&gt;
The user section allows you to provide permissions to other users, to see and have access to the in-game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; After complete the adding a new game, your game will be listed in the Avaliable Games list. By selecting it, you can have access to more details about the game including, the unique &amp;lt;u&amp;gt;generated game code&amp;lt;/u&amp;gt;, which represents your game.&lt;br /&gt;
[[File:Portal.game.png|thumb|930x930px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Submit your data. GURaaS uses a publicly available API to push your data.&lt;br /&gt;
&lt;br /&gt;
If you are using a game engine like Unity or Unreal, please consider using our plugins, please check our Tutorials:&lt;br /&gt;
&lt;br /&gt;
[[Unity plugin documentation|Integrating GURaaS with Unity]] &lt;br /&gt;
&lt;br /&gt;
It is also possible to us GURaaS with your code, but just following our [[Games Recording Gateway API]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 7:&#039;&#039;&#039; Access your data.&lt;br /&gt;
&lt;br /&gt;
Your data can be access directly in the Available Games list, and clicking the icon.    [[File:Portal.data icon.png|frameless]]  &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Since GURaaS is a new service we are limiting number of values to 500 data points to be displayed, no limitation is imposed when using the Log API.&amp;lt;/blockquote&amp;gt;The data can also be accessed by the [[Log API]], which is resumed here:&lt;br /&gt;
&lt;br /&gt;
*Obtains session information of a specific game: https://logs.service.guraas.com/v1/{game_id}/sessions&lt;br /&gt;
*Obtains all logs of a specific game: https://logs.service.guraas.com/v1/{game_id}/logs&amp;quot;,&lt;br /&gt;
*Obtains all sessions and logs of a specific game:  https://logs.service.guraas.com/v1/{game_id}/sessionlogs&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; For more information on how to filter information using the WebAPI please consult the [[Log API]]&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Log_API&amp;diff=476</id>
		<title>Log API</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Log_API&amp;diff=476"/>
		<updated>2020-06-22T11:53:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;&amp;lt;br /&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt; {   &amp;quot;url&amp;quot;: &amp;quot;/v1/{game_id}/logs&amp;quot;,   &amp;quot;description&amp;quot;: &amp;quot;Get all log data records for a single game.Note due the amount of data involved this req...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;br /&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
  &amp;quot;url&amp;quot;: &amp;quot;/v1/{game_id}/logs&amp;quot;,&lt;br /&gt;
  &amp;quot;description&amp;quot;: &amp;quot;Get all log data records for a single game.Note due the amount of data involved this request might take a while to perform&amp;quot;,&lt;br /&gt;
  &amp;quot;attributes&amp;quot;: [&lt;br /&gt;
    &amp;quot;game_id: game unique identifier&amp;quot;&lt;br /&gt;
  ],&lt;br /&gt;
  &amp;quot;parameters&amp;quot;: [&lt;br /&gt;
    &amp;quot;session:Session Unique ID&amp;quot;,&lt;br /&gt;
    &amp;quot;tag1:Tag1&amp;quot;,&lt;br /&gt;
    &amp;quot;tag2:Tag2&amp;quot;,&lt;br /&gt;
    &amp;quot;tag3:Tag3&amp;quot;,&lt;br /&gt;
    &amp;quot;tag4:Tag4&amp;quot;,&lt;br /&gt;
    &amp;quot;limit:Page start index + max result size&amp;quot;,&lt;br /&gt;
    &amp;quot;sdate:Start date (YYYY-MM-DD)&amp;quot;,&lt;br /&gt;
    &amp;quot;stime:Start time (HH:mm:SS) Requires start date.&amp;quot;,&lt;br /&gt;
    &amp;quot;edate:End date (YYYY-MM-DD)&amp;quot;,&lt;br /&gt;
    &amp;quot;etime:End time (HH:mm:SS) Requires end date.&amp;quot;&lt;br /&gt;
  ],&lt;br /&gt;
  &amp;quot;defaultHttpCode&amp;quot;: &amp;quot;200&amp;quot;,&lt;br /&gt;
  &amp;quot;example&amp;quot;: {&lt;br /&gt;
    &amp;quot;request&amp;quot;: &amp;quot;/v1/aaaa0000-aaaa-0000-aaaa-0000aaaa0000/logs&amp;quot;,&lt;br /&gt;
    &amp;quot;result&amp;quot;: [&lt;br /&gt;
      {&lt;br /&gt;
        &amp;quot;id_session&amp;quot;: &amp;quot;a10c7111-16de-4ca3-84d0-a765b088c4d0&amp;quot;,&lt;br /&gt;
        &amp;quot;time&amp;quot;: &amp;quot;2017-08-17 16:44:00&amp;quot;,&lt;br /&gt;
        &amp;quot;tag1&amp;quot;: &amp;quot;Tag1 String&amp;quot;,&lt;br /&gt;
        &amp;quot;tag2&amp;quot;: &amp;quot;(optional|null) Tag2 String&amp;quot;,&lt;br /&gt;
        &amp;quot;tag3&amp;quot;: &amp;quot;(optional|null) Tag3 String&amp;quot;,&lt;br /&gt;
        &amp;quot;tag4&amp;quot;: &amp;quot;(optional|null) Tag4 String&amp;quot;,&lt;br /&gt;
        &amp;quot;data&amp;quot;: &amp;quot;String to save log information (max 4096 characters)&amp;quot;&lt;br /&gt;
      },&lt;br /&gt;
      null&lt;br /&gt;
    ]&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=475</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=475"/>
		<updated>2020-04-23T07:17:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This roadmap is temporary, and content is placeholder for developing the full roadmap.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;itimeline height=&amp;quot;512px&amp;quot; min=&amp;quot;2014-06-01&amp;quot; max=&amp;quot;2014-08-30&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- These two lines define events that happen at a particular time --&amp;gt;&lt;br /&gt;
2014-07-25T13:00:00Z|Design|[[Target 1|Target 1]]&lt;br /&gt;
2014-07-26T10:00:00Z|Design|[[Target 2|Target 2]]&lt;br /&gt;
&amp;lt;!-- These three are ranges, defined using IS8601 intervals with start and end dates and times --&amp;gt;&lt;br /&gt;
2014-07-25T08:00:00Z/2014-07-26T15:00:00Z|Implement|[[Phase 1]]&lt;br /&gt;
2014-07-26T12:00:00Z/2014-07-27T15:00:00Z|Implement|[[Phase 2]]&lt;br /&gt;
2014-07-25T08:00:00Z/2014-08-00:00:00+02:00|Implement|Project 1&lt;br /&gt;
&amp;lt;!-- Available in v1.3: support for grouping. These three lines define events grouped in the &#039;last phase&#039; group --&amp;gt;&lt;br /&gt;
2014-07-25T13:00:00Z|[[File:Guraas_Logo_Black.png|16px]] Coalface|[[Target 1/Deploy]]&lt;br /&gt;
2014-07-25T13:10:00Z|[[File:Guraas_Logo_Black.png|16px]] Coalface|[[Target 1/Panic]]&lt;br /&gt;
2014-07-25T13:15:00Z|[[File:Guraas_Logo_Black.png|16px]] Coalface|[[Target 1/Rollback]]&lt;br /&gt;
&amp;lt;/itimeline&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Main_Page&amp;diff=474</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Main_Page&amp;diff=474"/>
		<updated>2020-04-23T07:16:31Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| id=&amp;quot;mainpagenavigation&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Welcome&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; class=&amp;quot;content separator&amp;quot; |Welcome to the community wiki of the GURaas platform. &lt;br /&gt;
This wiki contains in-depth information on the GURaaS platform, and its use-cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki contains detailed examples, and platform documentation, for global information, and the portal, please visit the [https://guraas.com/ GURaaS Website]. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Documentation&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Examples&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Made With Guraas&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |API&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*[[Getting Started|Getting started]]&lt;br /&gt;
*[[Unity plugin documentation|Unity plugin]]&lt;br /&gt;
*Unreal&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*HeartBeat Measurements&lt;br /&gt;
*Eye Tracking&lt;br /&gt;
*Player Postion&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Escape Tower&lt;br /&gt;
*Fruit Sorting Game&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content&amp;quot; |&lt;br /&gt;
*Default Commands&lt;br /&gt;
*Authentication&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
!development&lt;br /&gt;
!News&lt;br /&gt;
!FAQ&lt;br /&gt;
!About&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Active Feature Development&lt;br /&gt;
*Feature Request&lt;br /&gt;
*[[Roadmap]]&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = News&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = false&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Question 1&lt;br /&gt;
*Question 2&lt;br /&gt;
*Question 3&lt;br /&gt;
*&lt;br /&gt;
| class=&amp;quot;content&amp;quot; |&lt;br /&gt;
*[[Development]]&lt;br /&gt;
*[[Licensing]]&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[Style Page]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=473</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=473"/>
		<updated>2020-04-23T07:08:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;itimeline height=&amp;quot;512px&amp;quot; min=&amp;quot;2014-06-01&amp;quot; max=&amp;quot;2014-08-30&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- These two lines define events that happen at a particular time --&amp;gt;&lt;br /&gt;
2014-07-25T13:00:00Z|Design|[[Target 1|Target 1]]&lt;br /&gt;
2014-07-26T10:00:00Z|Design|[[Target 2|Target 2]]&lt;br /&gt;
&amp;lt;!-- These three are ranges, defined using IS8601 intervals with start and end dates and times --&amp;gt;&lt;br /&gt;
2014-07-25T08:00:00Z/2014-07-26T15:00:00Z|Implement|[[Phase 1]]&lt;br /&gt;
2014-07-26T12:00:00Z/2014-07-27T15:00:00Z|Implement|[[Phase 2]]&lt;br /&gt;
2014-07-25T08:00:00Z/2014-08-00:00:00+02:00|Implement|Project 1&lt;br /&gt;
&amp;lt;!-- Available in v1.3: support for grouping. These three lines define events grouped in the &#039;last phase&#039; group --&amp;gt;&lt;br /&gt;
2014-07-25T13:00:00Z|[[File:Guraas_Logo_Black.png|16px]] Coalface|[[Target 1/Deploy]]&lt;br /&gt;
2014-07-25T13:10:00Z|[[File:Guraas_Logo_Black.png|16px]] Coalface|[[Target 1/Panic]]&lt;br /&gt;
2014-07-25T13:15:00Z|[[File:Guraas_Logo_Black.png|16px]] Coalface|[[Target 1/Rollback]]&lt;br /&gt;
&amp;lt;/itimeline&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=472</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=472"/>
		<updated>2020-04-23T06:57:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;itimeline height=&amp;quot;512px&amp;quot; min=&amp;quot;2014-06-01&amp;quot; max=&amp;quot;2014-08-30&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- These two lines define events that happen at a particular time --&amp;gt;&lt;br /&gt;
2014-07-25T13:00:00Z|Design|[[Target 1|Target 1]]&lt;br /&gt;
2014-07-26T10:00:00Z|Design|[[Target 2|Target 2]]&lt;br /&gt;
&amp;lt;/itimeline&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=471</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=471"/>
		<updated>2020-04-23T06:56:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;itimeline height=&amp;quot;512px&amp;quot; min=&amp;quot;2014-06-01&amp;quot; max=&amp;quot;2014-08-30&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- These two lines define events that happen at a particular time --&amp;gt;&lt;br /&gt;
2014-07-25T13:00:00Z|Design|[[Target 1|Target 1]]&lt;br /&gt;
2014-07-26T10:00:00Z|Design|[[Target 2|Target 2]]&lt;br /&gt;
&amp;lt;!-- These three are ranges, defined using IS8601 intervals with start and end dates and times --&amp;gt;&lt;br /&gt;
2014-07-25T08:00:00Z/2014-07-26T15:00:00Z|Implement|[[Phase 1]]&lt;br /&gt;
2014-07-26T12:00:00Z/2014-07-27T15:00:00Z|Implement|[[Phase 2]]&lt;br /&gt;
2014-07-25T08:00:00Z/2014-08-00:00:00+02:00|Implement|Project 1&lt;br /&gt;
&amp;lt;!-- Available in v1.3: support for grouping. These three lines define events grouped in the &#039;last phase&#039; group --&amp;gt;&lt;br /&gt;
2014-07-25T13:00:00Z|[[File:Nuvola apps important.svg|16px]] Coalface|[[Target 1/Deploy]]&lt;br /&gt;
2014-07-25T13:10:00Z|[[File:Nuvola apps important.svg|16px]] Coalface|[[Target 1/Panic]]&lt;br /&gt;
2014-07-25T13:15:00Z|[[File:Nuvola apps important.svg|16px]] Coalface|[[Target 1/Rollback]]&lt;br /&gt;
&amp;lt;/itimeline&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=470</id>
		<title>Roadmap</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Roadmap&amp;diff=470"/>
		<updated>2020-04-23T06:55:39Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=469</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=469"/>
		<updated>2020-04-22T13:05:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: V1 of the documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to GURaaS.&lt;br /&gt;
&lt;br /&gt;
To get started with &#039;&#039;&#039;data collection&#039;&#039;&#039; with your game, you have to register and login into our [https://portal.guraas.com portal].&lt;br /&gt;
&lt;br /&gt;
The portal is where you are able to manage the games and their associated data. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; To register please follow this [https://portal.guraas.com/user/register/ link]. &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Since GURaaS is a new service we are looking into setting up an appropriate certified mail server, as such, the confirmation email might be ending up in your spam folder&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Portal.newGame.png|thumb|452x452px]]&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; If you already registered please [https://portal.guraas.com/user/login/ login.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; Create a new Game entry. On the left side, under Games &amp;gt; Add new game.&lt;br /&gt;
&lt;br /&gt;
There are a few mandatory fields which are indicated.&lt;br /&gt;
&lt;br /&gt;
You can ignore the Hooks section, for now. To know more about in-game [[In-Game Hooks|Hooks, please read this section]].&lt;br /&gt;
&lt;br /&gt;
The user section allows you to provide permissions to other users, to see and have access to the in-game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; After complete the adding a new game, your game will be listed in the Avaliable Games list. By selecting it, you can have access to more details about the game including, the unique &amp;lt;u&amp;gt;generated game code&amp;lt;/u&amp;gt;, which represents your game.&lt;br /&gt;
[[File:Portal.game.png|thumb|930x930px]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; Submit your data. GURaaS uses a publicly available API to push your data.&lt;br /&gt;
&lt;br /&gt;
If you are using a game engine like Unity or Unreal, please consider using our plugins, please check our Tutorials:&lt;br /&gt;
&lt;br /&gt;
[[Unity plugin documentation|Integrating GURaaS with Unity]] &lt;br /&gt;
&lt;br /&gt;
It is also possible to us GURaaS with your code, but just following our [[Games Recording Gateway API]], &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 7:&#039;&#039;&#039; Access your data.&lt;br /&gt;
&lt;br /&gt;
Your data can be access directly in the Available Games list, and clicking the icon.    [[File:Portal.data icon.png|frameless]]  &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Since GURaaS is a new service we are limiting number of values to 500 data points to be displayed, no limitation is imposed when using the Log API.&amp;lt;/blockquote&amp;gt;The data can also be accessed by the [[Log API]], which is resumed here:&lt;br /&gt;
&lt;br /&gt;
* Obtains session information of a specific game: [https://logs.service.guraas.com/help/v1/{game_id}/sessions https://logs.service.guraas.com/v1/{game_id}/sessions]&lt;br /&gt;
* Obtains all logs of a specific game: [https://logs.service.guraas.com/help/v1/{game_id}/logs https://logs.service.guraas.com/v1/{game_id}/logs]&amp;quot;,&lt;br /&gt;
* Obtains all sessions and logs of a specific game:  [https://logs.service.guraas.com/help/v1/{game_id}/sessionlogs https://logs.service.guraas.com/v1/{game_id}/sessionlogs]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; For more information on how to filter information using the WebAPI please consult the [[Log API]]&amp;lt;/blockquote&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.data_icon.png&amp;diff=468</id>
		<title>File:Portal.data icon.png</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.data_icon.png&amp;diff=468"/>
		<updated>2020-04-22T12:48:24Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Data Icon&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Main_Page&amp;diff=467</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Main_Page&amp;diff=467"/>
		<updated>2020-04-22T12:19:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: Adding getting started&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| id=&amp;quot;mainpagenavigation&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Welcome&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; class=&amp;quot;content separator&amp;quot; |Welcome to the community wiki of the GURaas platform. &lt;br /&gt;
This wiki contains in-depth information on the GURaaS platform, and its use-cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki contains detailed examples, and platform documentation, for global information, and the portal, please visit the [https://guraas.com/ GURaaS Website]. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Documentation&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Examples&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Made With Guraas&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |API&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*[[Getting Started|Getting started]]&lt;br /&gt;
*[[Unity plugin documentation|Unity plugin]]&lt;br /&gt;
*Unreal&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*HeartBeat Measurements&lt;br /&gt;
*Eye Tracking&lt;br /&gt;
*Player Postion&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Escape Tower&lt;br /&gt;
*Fruit Sorting Game&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content&amp;quot; |&lt;br /&gt;
*Default Commands&lt;br /&gt;
*Authentication&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
!development&lt;br /&gt;
!News&lt;br /&gt;
!FAQ&lt;br /&gt;
!About&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Active Feature Development&lt;br /&gt;
*Feature Request&lt;br /&gt;
*Roadmap&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = News&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = false&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Question 1&lt;br /&gt;
*Question 2&lt;br /&gt;
*Question 3&lt;br /&gt;
*&lt;br /&gt;
| class=&amp;quot;content&amp;quot; |&lt;br /&gt;
*[[Development]]&lt;br /&gt;
*[[Licensing]]&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[Style Page]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=466</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=466"/>
		<updated>2020-04-22T12:18:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to GURaaS.&lt;br /&gt;
&lt;br /&gt;
To get started with &#039;&#039;&#039;data collection&#039;&#039;&#039; with your game, you have to register and login into our [https://portal.guraas.com portal].&lt;br /&gt;
&lt;br /&gt;
The portal is where you are able to manage the games and their associated data. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; To register please follow this [https://portal.guraas.com/user/register/ link]. &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Since GURaaS is a new service we are looking into setting up an appropriate certified mail server, as such, the confirmation email might be ending up in your spam folder.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
[[File:Portal.newGame.png|thumb|452x452px]]&lt;br /&gt;
&#039;&#039;&#039;Step 2:&#039;&#039;&#039; If you already registered please [https://portal.guraas.com/user/login/ login.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; Create a new Game entry. On the left side, under Games &amp;gt; Add new game leads you create menu&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 4:&#039;&#039;&#039; Create a new Game entry. On the left side, under Games &amp;gt; Add new game.&lt;br /&gt;
&lt;br /&gt;
There are a few mandatory fields which are indicated.&lt;br /&gt;
&lt;br /&gt;
You can ignore the Hooks section, for now. To know more about in-game [[In-Game Hooks|Hooks, please read this section]].&lt;br /&gt;
&lt;br /&gt;
The user section allows you to provide permissions to other users, to see and have access to the in-game data.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 5:&#039;&#039;&#039; After complete the adding a new game, your game will be listed in the Avaliable Games list. By selecting it, you can have access to more details about the game including, the unique generated game code, which represents your game.&lt;br /&gt;
[[File:Portal.game.png|thumb|930x930px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 6:&#039;&#039;&#039; Submit your data. GURaaS uses a publicly available API to push data&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 7:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.game.png&amp;diff=465</id>
		<title>File:Portal.game.png</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.game.png&amp;diff=465"/>
		<updated>2020-04-22T11:26:54Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;example of a game&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.newGame.png&amp;diff=464</id>
		<title>File:Portal.newGame.png</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.newGame.png&amp;diff=464"/>
		<updated>2020-04-22T10:59:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Portal.newGame&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.menu.png&amp;diff=463</id>
		<title>File:Portal.menu.png</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=File:Portal.menu.png&amp;diff=463"/>
		<updated>2020-04-22T07:03:04Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;New Game&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=462</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Getting_Started&amp;diff=462"/>
		<updated>2020-04-21T20:08:32Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Welcome to GURaaS.  To get started with data collection with your game, you have to register and login into our [https://portal.guraas.com portal].  &amp;#039;&amp;#039;&amp;#039;Step 1:&amp;#039;&amp;#039;&amp;#039; To register...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to GURaaS.&lt;br /&gt;
&lt;br /&gt;
To get started with data collection with your game, you have to register and login into our [https://portal.guraas.com portal].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 1:&#039;&#039;&#039; To register please follow this [https://portal.guraas.com/user/register/ link]. &amp;lt;blockquote&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039; Since GURaaS is a new service we are looking into setting up an appropriate certified mail server, as such, the confirmation email might be ending up in your spam folder.&amp;lt;/blockquote&amp;gt;&#039;&#039;&#039;Step 2:&#039;&#039;&#039; If you already registered please [https://portal.guraas.com/user/login/ login.]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step 3:&#039;&#039;&#039; Create a new Game entry.&lt;br /&gt;
&lt;br /&gt;
In development&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The portal is where you are able to manage the games and their associated data. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=461</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=461"/>
		<updated>2020-04-21T14:55:21Z</updated>

		<summary type="html">&lt;p&gt;Admin: Updated the links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&lt;br /&gt;
#Download the [http://guraas.com/builds/GLogUnity.unitypackage plugin unity asset]: &#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the [https://portal.guraas.com GURaaS portal].  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
*A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
*Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
*1 string of data (which can of course be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Log(VerboseLevel.INFO, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;tag3&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Performance(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Subsystem(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Warning(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Error(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Player(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Event(&amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logs to the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server. &amp;lt;br /&amp;gt;[[File:GURaaS channel.png|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Main_Page&amp;diff=460</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Main_Page&amp;diff=460"/>
		<updated>2020-04-17T13:43:44Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| id=&amp;quot;mainpagenavigation&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Welcome&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; class=&amp;quot;content separator&amp;quot; |Welcome to the community wiki of the GURaas platform. &lt;br /&gt;
This wiki contains in-depth information on the GURaaS platform, and its use-cases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This wiki contains detailed examples, and platform documentation, for global information, and the portal, please visit the [https://guraas.com/ GURaaS Website]. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Documentation&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Examples&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |Made With Guraas&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; |API&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*[[Unity plugin documentation|Unity plugin]]&lt;br /&gt;
*Unreal&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*HeartBeat Measurements&lt;br /&gt;
*Eye Tracking&lt;br /&gt;
*Player Postion&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Escape Tower&lt;br /&gt;
*Fruit Sorting Game&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content&amp;quot; |&lt;br /&gt;
*Default Commands&lt;br /&gt;
*Authentication&lt;br /&gt;
&lt;br /&gt;
|- class=&amp;quot;header&amp;quot;&lt;br /&gt;
!development&lt;br /&gt;
!News&lt;br /&gt;
!FAQ&lt;br /&gt;
!About&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Active Feature Development&lt;br /&gt;
*Feature Request&lt;br /&gt;
*Roadmap&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = News&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = false&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| class=&amp;quot;content separator&amp;quot; |&lt;br /&gt;
*Question 1&lt;br /&gt;
*Question 2&lt;br /&gt;
*Question 3&lt;br /&gt;
*&lt;br /&gt;
| class=&amp;quot;content&amp;quot; |&lt;br /&gt;
*[[Development]]&lt;br /&gt;
*[[Licensing]]&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[Style Page]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=459</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=459"/>
		<updated>2020-04-17T13:04:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin ==&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset &#039;&#039;&#039;TODO: download link.&#039;&#039;&#039;&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
*A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
*Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
*1 string of data (which can of course be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Log(VerboseLevel.INFO, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;tag3&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Performance(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Subsystem(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Warning(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Error(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Player(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Event(&amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logs to the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server. &amp;lt;br /&amp;gt;[[File:GURaaS channel.png|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=458</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=458"/>
		<updated>2020-04-17T13:03:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset &#039;&#039;&#039;TODO: download link.&#039;&#039;&#039;&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
*A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
*Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
*1 string of data (which can of course be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Log(VerboseLevel.INFO, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;tag3&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Performance(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Subsystem(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Warning(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Error(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Player(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Event(&amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logs to the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server. &amp;lt;br /&amp;gt;[[File:GURaaS channel.png|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=457</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=457"/>
		<updated>2020-04-17T13:02:42Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
*A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
*Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
*1 string of data (which can of course be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Log(VerboseLevel.INFO, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;tag3&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Performance(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Subsystem(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Warning(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Error(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Player(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Event(&amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logs to the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server. &amp;lt;br /&amp;gt;[[File:GURaaS channel.png|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=456</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=456"/>
		<updated>2020-04-17T13:00:25Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
*A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
*Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
*1 string of data (which can ofcourse be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Log(VerboseLevel.INFO, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;tag3&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Performance(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Subsystem(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Warning(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Error(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Player(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Event(&amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logs to the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server. &amp;lt;br /&amp;gt;[[File:GURaaS channel.png|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=455</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=455"/>
		<updated>2020-04-17T12:59:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
*A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
*Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
*1 string of data (which can ofcourse be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Log(VerboseLevel.INFO, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;tag3&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Performance(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Subsystem(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Warning(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Error(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Player(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Event(&amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logs to the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server. [[File:GURaaS channel.png|border|frameless]]&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=File:GURaaS_channel.png&amp;diff=454</id>
		<title>File:GURaaS channel.png</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=File:GURaaS_channel.png&amp;diff=454"/>
		<updated>2020-04-17T12:59:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;GURaaS channel inspector view&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=453</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=453"/>
		<updated>2020-04-17T12:56:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
* A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
* Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
* 1 string of data (which can ofcourse be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Log(VerboseLevel.INFO, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;tag3&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Performance(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Subsystem(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Warning(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Error(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Player(&amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Event(&amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logsto the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=452</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=452"/>
		<updated>2020-04-17T12:55:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sessions===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Logs===&lt;br /&gt;
A log has the following properties:&lt;br /&gt;
&lt;br /&gt;
* A verbose level that  indicates the log&#039;s type and determines what channels will handle it.&lt;br /&gt;
* Up to 3 string tags that can be used to identify or filter the log.&lt;br /&gt;
* 1 string of data (which can ofcourse be a representation of multiple objects)&lt;br /&gt;
&lt;br /&gt;
Below are a number of different ways to log data:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logsto the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=451</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=451"/>
		<updated>2020-04-17T12:40:08Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging something in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sessions ===&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Logs ===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logsto the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=450</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=450"/>
		<updated>2020-04-17T12:38:06Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging somthing in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
Sessions will also automatically be closed if the game is closed, but it is important to note that no logging can be done when there is no session active.&lt;br /&gt;
While a session can be opened without parameters, a player Id or context string can also be passed to make grouping results easier:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
public static void StartSession(string playerId = null, string context = null)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logsto the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=449</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=449"/>
		<updated>2020-04-17T12:34:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging somthing in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
The first thing we are doing here is starting a new session. A session is a group of logs that belong together. Determining what defines a session is left up to the developer but the general guideline is to have a session be a single level.&lt;br /&gt;
Sessions can be manually closed by calling:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
It is important to note that no logging can be done when there is no session active. Sessions will also automatically be closed if the game is closed.&lt;br /&gt;
&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logsto the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=448</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=448"/>
		<updated>2020-04-17T12:23:58Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
Logging somthing in GLog is as easy as this:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logsto the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=447</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=447"/>
		<updated>2020-04-17T12:19:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;Test&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;Test&amp;quot;);&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Plugin structure==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
===GLog===&lt;br /&gt;
The GLog file is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. &lt;br /&gt;
&lt;br /&gt;
===GLogChannel===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
*File channel: outputs received logs to the file location specified.&lt;br /&gt;
*Console channel: outputs received logsto the Unity console.&lt;br /&gt;
*GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
===GLogMonitor===&lt;br /&gt;
Because GLog and GLogChannel are both ScriptableObjects they are not part of the scenes and don&#039;t receive updates. This is why the first call GLog creates a GLogMonitor in the scene and adds it to DontDestroyOnLoad. The GLogMonitor passes updates to the other components and handles any networking.&lt;br /&gt;
&lt;br /&gt;
Users should never need to access the GLogMonitor directly, but it is good to know its function.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=446</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=446"/>
		<updated>2020-04-17T12:13:20Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;Test&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;Test&amp;quot;);&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Plugin structure ==&lt;br /&gt;
The plugin consists of three important components:&lt;br /&gt;
&lt;br /&gt;
=== GLog ===&lt;br /&gt;
When using the plugin your asset folder should have a single GLog asset (called GLogConfig) in a Resources folder. When unpacking the plugin a GLog asset is placed in the Resources folder. The config is a ScriptableObject that contains the settings for your game and functions as a central point for any interaction with the plugin.&lt;br /&gt;
&lt;br /&gt;
=== GLogChannel ===&lt;br /&gt;
A channel is a ScriptableObject that listens to the logs passed to GLog and passes any logs that match its verbosity mask to an output. The plugin comes with 3 different types of channels, but more can be added by extending the GLogChannel class. The default channels are:&lt;br /&gt;
&lt;br /&gt;
* File channel: outputs received logs to the file location specified.&lt;br /&gt;
* Console channel: outputs received logsto the Unity console.&lt;br /&gt;
* GURaaS channel (or remote channel): sends received logs to the GURaaS server.&lt;br /&gt;
&lt;br /&gt;
A game can have multiple channels, but only channels that are referenced in the GLogConfig will be used.&lt;br /&gt;
&lt;br /&gt;
The plugin includes one existing channel asset for each of the default types, these can be found in the Resources folder.&lt;br /&gt;
&lt;br /&gt;
=== GLogMonitor ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=445</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=445"/>
		<updated>2020-04-17T11:49:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
using GLogUnity;&lt;br /&gt;
&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
GLog.Log(VerboseLevel.DEBUG, &amp;quot;tag1&amp;quot;, &amp;quot;tag2&amp;quot;, &amp;quot;data&amp;quot;);&lt;br /&gt;
GLog.Debug(&amp;quot;Test&amp;quot;);&lt;br /&gt;
GLog.Info(&amp;quot;Test&amp;quot;);&lt;br /&gt;
GLog.CloseSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=444</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=444"/>
		<updated>2020-04-17T11:47:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=443</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=443"/>
		<updated>2020-04-17T11:47:28Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;0&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=442</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=442"/>
		<updated>2020-04-17T11:47:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
GLog.StartSession();&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=441</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=441"/>
		<updated>2020-04-17T10:01:20Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: &amp;lt;br /&amp;gt;[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal.  &amp;lt;br /&amp;gt;[[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=440</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=440"/>
		<updated>2020-04-17T10:00:37Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...). &lt;br /&gt;
#Your project should now have the following additional assets:&lt;br /&gt;
[[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal. [[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=439</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=439"/>
		<updated>2020-04-17T09:57:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...). [[File:Imported_plugin.png|alt=|border]]&lt;br /&gt;
#Your project should now have the following additional assets:&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal. [[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=438</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=438"/>
		<updated>2020-04-17T09:56:15Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...). [[File:Imported_plugin.png|alt=|border|frameless]]&lt;br /&gt;
#Your project should now have the following additional assets:&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal. [[File:GLogConfig.png|alt=|frameless]]    [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=437</id>
		<title>Style Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=437"/>
		<updated>2020-04-17T09:55:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heading==&lt;br /&gt;
&lt;br /&gt;
===Sub-Heading 1===&lt;br /&gt;
&lt;br /&gt;
====Sub-Heading 2====&lt;br /&gt;
&lt;br /&gt;
=====Sub-Heading 3=====&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bullet List==&lt;br /&gt;
&lt;br /&gt;
*Point 1&lt;br /&gt;
*Point 2&lt;br /&gt;
*Point 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==InfoBox==&lt;br /&gt;
Current not available in this Wiki, if we have a base that we want to use for project / tutorial / function infoboxes, then we can set this up here. We can setup multiple defaults / templates for multiple different types of infoboxes.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
| title = Infobox Title&lt;br /&gt;
|param1=Parameter 1|param3=Parameter 3}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tabs==&lt;br /&gt;
Does not work with the visual editor unfortunately, might be interesting for GURaaS developer maintained pages that do not require frequent updating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 1&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 2&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 3&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Graph==&lt;br /&gt;
This can be developed form a matrix, or a JSON data file, could be handy for showing example sets of data &amp;lt;graph&amp;gt;{&lt;br /&gt;
	&amp;quot;version&amp;quot;: 2,&lt;br /&gt;
	&amp;quot;width&amp;quot;: 400,&lt;br /&gt;
	&amp;quot;height&amp;quot;: 200,&lt;br /&gt;
	&amp;quot;data&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
			&amp;quot;values&amp;quot;: [&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 0,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 1&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 1,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 3&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 2,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 2&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 3,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 4&lt;br /&gt;
				}&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;scales&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;width&amp;quot;,&lt;br /&gt;
			&amp;quot;zero&amp;quot;: false,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;height&amp;quot;,&lt;br /&gt;
			&amp;quot;nice&amp;quot;: true,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;axes&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;marks&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;area&amp;quot;,&lt;br /&gt;
			&amp;quot;from&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;&lt;br /&gt;
			},&lt;br /&gt;
			&amp;quot;properties&amp;quot;: {&lt;br /&gt;
				&amp;quot;enter&amp;quot;: {&lt;br /&gt;
					&amp;quot;x&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y2&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;value&amp;quot;: 0&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;fill&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;steelblue&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;interpolate&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;monotone&amp;quot;&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/graph&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove Table of Content==&lt;br /&gt;
Add the following line via the Source Editor to disable the Table of Content at the top&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Category Page List==&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = TestCategory&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = true&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Snippet==&lt;br /&gt;
Creating the initial snippet can be easily done via the visual editor, however editing does not work welll.&lt;br /&gt;
Either remove, and paste the complete code block back in, or edit via the source editor. The language can be specified for this snippet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
if(E4.E == false){&lt;br /&gt;
Debug.log(&amp;quot;E4 Device not connected&amp;quot;);&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Link to Page==&lt;br /&gt;
You can link to internal and external pages using the [[ ]] option, simply start typing [[ to show the visual editor for this option. Links will look like this: [[Main_Page]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
Images can be uploaded or linked from external sources&lt;br /&gt;
&lt;br /&gt;
Thumbnail&lt;br /&gt;
[[File:Imported_plugin.png|alt=|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frameless&lt;br /&gt;
[[File:Game Id on the portal.png|left|alt=|frameless|1004x1004px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic&lt;br /&gt;
[[File:GLogConfig.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:TestCategory]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=436</id>
		<title>Style Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=436"/>
		<updated>2020-04-17T09:54:56Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heading==&lt;br /&gt;
&lt;br /&gt;
===Sub-Heading 1===&lt;br /&gt;
&lt;br /&gt;
====Sub-Heading 2====&lt;br /&gt;
&lt;br /&gt;
=====Sub-Heading 3=====&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bullet List==&lt;br /&gt;
&lt;br /&gt;
*Point 1&lt;br /&gt;
*Point 2&lt;br /&gt;
*Point 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==InfoBox==&lt;br /&gt;
Current not available in this Wiki, if we have a base that we want to use for project / tutorial / function infoboxes, then we can set this up here. We can setup multiple defaults / templates for multiple different types of infoboxes.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
| title = Infobox Title&lt;br /&gt;
|param1=Parameter 1|param3=Parameter 3}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tabs==&lt;br /&gt;
Does not work with the visual editor unfortunately, might be interesting for GURaaS developer maintained pages that do not require frequent updating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 1&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 2&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 3&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Graph==&lt;br /&gt;
This can be developed form a matrix, or a JSON data file, could be handy for showing example sets of data &amp;lt;graph&amp;gt;{&lt;br /&gt;
	&amp;quot;version&amp;quot;: 2,&lt;br /&gt;
	&amp;quot;width&amp;quot;: 400,&lt;br /&gt;
	&amp;quot;height&amp;quot;: 200,&lt;br /&gt;
	&amp;quot;data&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
			&amp;quot;values&amp;quot;: [&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 0,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 1&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 1,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 3&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 2,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 2&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 3,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 4&lt;br /&gt;
				}&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;scales&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;width&amp;quot;,&lt;br /&gt;
			&amp;quot;zero&amp;quot;: false,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;height&amp;quot;,&lt;br /&gt;
			&amp;quot;nice&amp;quot;: true,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;axes&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;marks&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;area&amp;quot;,&lt;br /&gt;
			&amp;quot;from&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;&lt;br /&gt;
			},&lt;br /&gt;
			&amp;quot;properties&amp;quot;: {&lt;br /&gt;
				&amp;quot;enter&amp;quot;: {&lt;br /&gt;
					&amp;quot;x&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y2&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;value&amp;quot;: 0&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;fill&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;steelblue&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;interpolate&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;monotone&amp;quot;&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/graph&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove Table of Content==&lt;br /&gt;
Add the following line via the Source Editor to disable the Table of Content at the top&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Category Page List==&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = TestCategory&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = true&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Snippet==&lt;br /&gt;
Creating the initial snippet can be easily done via the visual editor, however editing does not work welll.&lt;br /&gt;
Either remove, and paste the complete code block back in, or edit via the source editor. The language can be specified for this snippet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
if(E4.E == false){&lt;br /&gt;
Debug.log(&amp;quot;E4 Device not connected&amp;quot;);&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Link to Page==&lt;br /&gt;
You can link to internal and external pages using the [[ ]] option, simply start typing [[ to show the visual editor for this option. Links will look like this: [[Main_Page]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
Images can be uploaded or linked from external sources&lt;br /&gt;
&lt;br /&gt;
Thumbnail&lt;br /&gt;
[[File:Imported_plugin.png|alt=|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frameless&lt;br /&gt;
[[File:Game Id on the portal.png|left|alt=|frameless|1004x1004px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic&lt;br /&gt;
[[File:GLogConfig.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:TestCategory]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=435</id>
		<title>Style Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=435"/>
		<updated>2020-04-17T09:54:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heading==&lt;br /&gt;
&lt;br /&gt;
===Sub-Heading 1===&lt;br /&gt;
&lt;br /&gt;
====Sub-Heading 2====&lt;br /&gt;
&lt;br /&gt;
=====Sub-Heading 3=====&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bullet List==&lt;br /&gt;
&lt;br /&gt;
*Point 1&lt;br /&gt;
*Point 2&lt;br /&gt;
*Point 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==InfoBox==&lt;br /&gt;
Current not available in this Wiki, if we have a base that we want to use for project / tutorial / function infoboxes, then we can set this up here. We can setup multiple defaults / templates for multiple different types of infoboxes.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
| title = Infobox Title&lt;br /&gt;
|param1=Parameter 1|param3=Parameter 3}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tabs==&lt;br /&gt;
Does not work with the visual editor unfortunately, might be interesting for GURaaS developer maintained pages that do not require frequent updating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 1&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 2&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 3&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Graph==&lt;br /&gt;
This can be developed form a matrix, or a JSON data file, could be handy for showing example sets of data &amp;lt;graph&amp;gt;{&lt;br /&gt;
	&amp;quot;version&amp;quot;: 2,&lt;br /&gt;
	&amp;quot;width&amp;quot;: 400,&lt;br /&gt;
	&amp;quot;height&amp;quot;: 200,&lt;br /&gt;
	&amp;quot;data&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
			&amp;quot;values&amp;quot;: [&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 0,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 1&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 1,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 3&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 2,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 2&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 3,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 4&lt;br /&gt;
				}&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;scales&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;width&amp;quot;,&lt;br /&gt;
			&amp;quot;zero&amp;quot;: false,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;height&amp;quot;,&lt;br /&gt;
			&amp;quot;nice&amp;quot;: true,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;axes&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;marks&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;area&amp;quot;,&lt;br /&gt;
			&amp;quot;from&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;&lt;br /&gt;
			},&lt;br /&gt;
			&amp;quot;properties&amp;quot;: {&lt;br /&gt;
				&amp;quot;enter&amp;quot;: {&lt;br /&gt;
					&amp;quot;x&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y2&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;value&amp;quot;: 0&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;fill&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;steelblue&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;interpolate&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;monotone&amp;quot;&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/graph&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove Table of Content==&lt;br /&gt;
Add the following line via the Source Editor to disable the Table of Content at the top&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Category Page List==&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = TestCategory&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = true&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Snippet==&lt;br /&gt;
Creating the initial snippet can be easily done via the visual editor, however editing does not work welll.&lt;br /&gt;
Either remove, and paste the complete code block back in, or edit via the source editor. The language can be specified for this snippet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
if(E4.E == false){&lt;br /&gt;
Debug.log(&amp;quot;E4 Device not connected&amp;quot;);&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Link to Page==&lt;br /&gt;
You can link to internal and external pages using the [[ ]] option, simply start typing [[ to show the visual editor for this option. Links will look like this: [[Main_Page]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
Images can be uploaded or linked from external sources&lt;br /&gt;
&lt;br /&gt;
Thumbnail&lt;br /&gt;
[[File:Imported_plugin.png|alt=|left|thumb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frameless&lt;br /&gt;
[[File:Game Id on the portal.png|left|alt=|frameless|1004x1004px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic&lt;br /&gt;
[[File:GLogConfig.png|left]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:TestCategory]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=434</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=434"/>
		<updated>2020-04-17T09:54:39Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...). [[File:Imported_plugin.png|alt=|border|frameless]]&lt;br /&gt;
#Your project should now have the following additional assets:&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal. [[File:GLogConfig.png|alt=|frameless]]  [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=433</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=433"/>
		<updated>2020-04-17T09:54:27Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...). [[File:Imported_plugin.png|alt=|border|frameless]]&lt;br /&gt;
#Your project should now have the following additional assets: &lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal. [[File:GLogConfig.png|alt=|frameless]]  [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=432</id>
		<title>Style Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=432"/>
		<updated>2020-04-17T09:52:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heading==&lt;br /&gt;
&lt;br /&gt;
===Sub-Heading 1===&lt;br /&gt;
&lt;br /&gt;
====Sub-Heading 2====&lt;br /&gt;
&lt;br /&gt;
=====Sub-Heading 3=====&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bullet List==&lt;br /&gt;
&lt;br /&gt;
*Point 1&lt;br /&gt;
*Point 2&lt;br /&gt;
*Point 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==InfoBox==&lt;br /&gt;
Current not available in this Wiki, if we have a base that we want to use for project / tutorial / function infoboxes, then we can set this up here. We can setup multiple defaults / templates for multiple different types of infoboxes.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
| title = Infobox Title&lt;br /&gt;
|param1=Parameter 1|param3=Parameter 3}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tabs==&lt;br /&gt;
Does not work with the visual editor unfortunately, might be interesting for GURaaS developer maintained pages that do not require frequent updating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 1&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 2&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 3&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Graph==&lt;br /&gt;
This can be developed form a matrix, or a JSON data file, could be handy for showing example sets of data &amp;lt;graph&amp;gt;{&lt;br /&gt;
	&amp;quot;version&amp;quot;: 2,&lt;br /&gt;
	&amp;quot;width&amp;quot;: 400,&lt;br /&gt;
	&amp;quot;height&amp;quot;: 200,&lt;br /&gt;
	&amp;quot;data&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
			&amp;quot;values&amp;quot;: [&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 0,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 1&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 1,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 3&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 2,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 2&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 3,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 4&lt;br /&gt;
				}&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;scales&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;width&amp;quot;,&lt;br /&gt;
			&amp;quot;zero&amp;quot;: false,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;height&amp;quot;,&lt;br /&gt;
			&amp;quot;nice&amp;quot;: true,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;axes&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;marks&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;area&amp;quot;,&lt;br /&gt;
			&amp;quot;from&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;&lt;br /&gt;
			},&lt;br /&gt;
			&amp;quot;properties&amp;quot;: {&lt;br /&gt;
				&amp;quot;enter&amp;quot;: {&lt;br /&gt;
					&amp;quot;x&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y2&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;value&amp;quot;: 0&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;fill&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;steelblue&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;interpolate&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;monotone&amp;quot;&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/graph&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove Table of Content==&lt;br /&gt;
Add the following line via the Source Editor to disable the Table of Content at the top&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Category Page List==&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = TestCategory&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = true&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Snippet==&lt;br /&gt;
Creating the initial snippet can be easily done via the visual editor, however editing does not work welll.&lt;br /&gt;
Either remove, and paste the complete code block back in, or edit via the source editor. The language can be specified for this snippet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
if(E4.E == false){&lt;br /&gt;
Debug.log(&amp;quot;E4 Device not connected&amp;quot;);&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Link to Page==&lt;br /&gt;
You can link to internal and external pages using the [[ ]] option, simply start typing [[ to show the visual editor for this option. Links will look like this: [[Main_Page]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Imported plugin.png|alt=|frameless]]&lt;br /&gt;
[[File:Game Id on the portal.png|left]]&lt;br /&gt;
[[File:GLogConfig.png|left]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:TestCategory]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=431</id>
		<title>Unity plugin documentation</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Unity_plugin_documentation&amp;diff=431"/>
		<updated>2020-04-17T09:52:09Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes how to set up and use the GURaaS logging plugin for unity.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==installing the plugin==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#Download the plugin unity asset TODO: download link.&lt;br /&gt;
#Import the plugin into unity (Assets -&amp;gt; Import Package -&amp;gt; Custom Package...).&lt;br /&gt;
#Your project should now have the following additional assets: [[File:Imported_plugin.png|alt=|border|frameless]]&lt;br /&gt;
#Select the GLogConfig asset and set the Game Unique Id to the Id assigned to the game on the GURaaS portal. [[File:GLogConfig.png|alt=|frameless]] [[File:Game_Id_on_the_portal.png|alt=|border|frameless|810x810px]]&lt;br /&gt;
#The plugin is now set up and ready to use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Your first log==&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=430</id>
		<title>Style Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=430"/>
		<updated>2020-04-17T09:50:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heading==&lt;br /&gt;
&lt;br /&gt;
===Sub-Heading 1===&lt;br /&gt;
&lt;br /&gt;
====Sub-Heading 2====&lt;br /&gt;
&lt;br /&gt;
=====Sub-Heading 3=====&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bullet List==&lt;br /&gt;
&lt;br /&gt;
*Point 1&lt;br /&gt;
*Point 2&lt;br /&gt;
*Point 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==InfoBox==&lt;br /&gt;
Current not available in this Wiki, if we have a base that we want to use for project / tutorial / function infoboxes, then we can set this up here. We can setup multiple defaults / templates for multiple different types of infoboxes.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
| title = Infobox Title&lt;br /&gt;
|param1=Parameter 1|param3=Parameter 3}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tabs==&lt;br /&gt;
Does not work with the visual editor unfortunately, might be interesting for GURaaS developer maintained pages that do not require frequent updating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 1&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 2&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 3&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Graph==&lt;br /&gt;
This can be developed form a matrix, or a JSON data file, could be handy for showing example sets of data &amp;lt;graph&amp;gt;{&lt;br /&gt;
	&amp;quot;version&amp;quot;: 2,&lt;br /&gt;
	&amp;quot;width&amp;quot;: 400,&lt;br /&gt;
	&amp;quot;height&amp;quot;: 200,&lt;br /&gt;
	&amp;quot;data&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
			&amp;quot;values&amp;quot;: [&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 0,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 1&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 1,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 3&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 2,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 2&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 3,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 4&lt;br /&gt;
				}&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;scales&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;width&amp;quot;,&lt;br /&gt;
			&amp;quot;zero&amp;quot;: false,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;height&amp;quot;,&lt;br /&gt;
			&amp;quot;nice&amp;quot;: true,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;axes&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;marks&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;area&amp;quot;,&lt;br /&gt;
			&amp;quot;from&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;&lt;br /&gt;
			},&lt;br /&gt;
			&amp;quot;properties&amp;quot;: {&lt;br /&gt;
				&amp;quot;enter&amp;quot;: {&lt;br /&gt;
					&amp;quot;x&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y2&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;value&amp;quot;: 0&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;fill&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;steelblue&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;interpolate&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;monotone&amp;quot;&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/graph&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove Table of Content==&lt;br /&gt;
Add the following line via the Source Editor to disable the Table of Content at the top&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Category Page List==&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = TestCategory&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = true&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Snippet==&lt;br /&gt;
Creating the initial snippet can be easily done via the visual editor, however editing does not work welll.&lt;br /&gt;
Either remove, and paste the complete code block back in, or edit via the source editor. The language can be specified for this snippet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
if(E4.E == false){&lt;br /&gt;
Debug.log(&amp;quot;E4 Device not connected&amp;quot;);&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Link to Page==&lt;br /&gt;
You can link to internal and external pages using the [[ ]] option, simply start typing [[ to show the visual editor for this option. Links will look like this: [[Main_Page]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Imported plugin.png|alt=|frameless]]&lt;br /&gt;
[[File:Game Id on the portal.png|left]]&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Category:TestCategory]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=429</id>
		<title>Style Page</title>
		<link rel="alternate" type="text/html" href="http://dev.guraas.cradle.buas.nl/index.php?title=Style_Page&amp;diff=429"/>
		<updated>2020-04-17T09:49:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: /* Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Heading==&lt;br /&gt;
&lt;br /&gt;
===Sub-Heading 1===&lt;br /&gt;
&lt;br /&gt;
====Sub-Heading 2====&lt;br /&gt;
&lt;br /&gt;
=====Sub-Heading 3=====&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Text==&lt;br /&gt;
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Bullet List==&lt;br /&gt;
&lt;br /&gt;
*Point 1&lt;br /&gt;
*Point 2&lt;br /&gt;
*Point 3&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
==Table==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!1&lt;br /&gt;
!2&lt;br /&gt;
!3&lt;br /&gt;
!4&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|-&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|Content&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==InfoBox==&lt;br /&gt;
Current not available in this Wiki, if we have a base that we want to use for project / tutorial / function infoboxes, then we can set this up here. We can setup multiple defaults / templates for multiple different types of infoboxes.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox&lt;br /&gt;
| title = Infobox Title&lt;br /&gt;
|param1=Parameter 1|param3=Parameter 3}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tabs==&lt;br /&gt;
Does not work with the visual editor unfortunately, might be interesting for GURaaS developer maintained pages that do not require frequent updating&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 1&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 2&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tab 3&amp;quot;&amp;gt;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Graph==&lt;br /&gt;
This can be developed form a matrix, or a JSON data file, could be handy for showing example sets of data &amp;lt;graph&amp;gt;{&lt;br /&gt;
	&amp;quot;version&amp;quot;: 2,&lt;br /&gt;
	&amp;quot;width&amp;quot;: 400,&lt;br /&gt;
	&amp;quot;height&amp;quot;: 200,&lt;br /&gt;
	&amp;quot;data&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
			&amp;quot;values&amp;quot;: [&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 0,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 1&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 1,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 3&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 2,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 2&lt;br /&gt;
				},&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;x&amp;quot;: 3,&lt;br /&gt;
					&amp;quot;y&amp;quot;: 4&lt;br /&gt;
				}&lt;br /&gt;
			]&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;scales&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;width&amp;quot;,&lt;br /&gt;
			&amp;quot;zero&amp;quot;: false,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;linear&amp;quot;,&lt;br /&gt;
			&amp;quot;range&amp;quot;: &amp;quot;height&amp;quot;,&lt;br /&gt;
			&amp;quot;nice&amp;quot;: true,&lt;br /&gt;
			&amp;quot;domain&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;,&lt;br /&gt;
				&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;axes&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
			&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	],&lt;br /&gt;
	&amp;quot;marks&amp;quot;: [&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;area&amp;quot;,&lt;br /&gt;
			&amp;quot;from&amp;quot;: {&lt;br /&gt;
				&amp;quot;data&amp;quot;: &amp;quot;table&amp;quot;&lt;br /&gt;
			},&lt;br /&gt;
			&amp;quot;properties&amp;quot;: {&lt;br /&gt;
				&amp;quot;enter&amp;quot;: {&lt;br /&gt;
					&amp;quot;x&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;x&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;x&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;field&amp;quot;: &amp;quot;y&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;y2&amp;quot;: {&lt;br /&gt;
						&amp;quot;scale&amp;quot;: &amp;quot;y&amp;quot;,&lt;br /&gt;
						&amp;quot;value&amp;quot;: 0&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;fill&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;steelblue&amp;quot;&lt;br /&gt;
					},&lt;br /&gt;
					&amp;quot;interpolate&amp;quot;: {&lt;br /&gt;
						&amp;quot;value&amp;quot;: &amp;quot;monotone&amp;quot;&lt;br /&gt;
					}&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
		}&lt;br /&gt;
	]&lt;br /&gt;
}&amp;lt;/graph&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Remove Table of Content==&lt;br /&gt;
Add the following line via the Source Editor to disable the Table of Content at the top&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;__NOTOC__&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Category Page List==&lt;br /&gt;
&amp;lt;dynamicpagelist&amp;gt;&lt;br /&gt;
category             = TestCategory&lt;br /&gt;
count                = 5&lt;br /&gt;
order                = ascending&lt;br /&gt;
addfirstcategorydate = true&lt;br /&gt;
&amp;lt;/dynamicpagelist&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Code Snippet==&lt;br /&gt;
Creating the initial snippet can be easily done via the visual editor, however editing does not work welll.&lt;br /&gt;
Either remove, and paste the complete code block back in, or edit via the source editor. The language can be specified for this snippet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c#&amp;quot; line=&amp;quot;1&amp;quot; start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
if(E4.E == false){&lt;br /&gt;
Debug.log(&amp;quot;E4 Device not connected&amp;quot;);&lt;br /&gt;
}&amp;lt;/syntaxhighlight&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Link to Page==&lt;br /&gt;
You can link to internal and external pages using the [[ ]] option, simply start typing [[ to show the visual editor for this option. Links will look like this: [[Main_Page]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
[[File:Imported plugin.png|alt=|frameless]]&lt;br /&gt;
[[Category:TestCategory]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>