The goal of this lab is to demonstrate how a world or environment that was created in WTStudio (called a "level") can be loaded into your WildTangent scene.
What you're seeing is simply a blank scene through a camera called "scriptCam." You can't tell yet, but the camera is spinning. You are in control of loading levels into the scene. Just select an action from the drop-down list, watch the actual JavaScript code appear in the text box, and then click "Execute" to run the code.
Level files (.wssc) are created in WTStudio using "Export Package..." in the File menu. These are the files you refer to when loading them into a WildTangent scene with the WT::createGroupFromFile() function, which returns a WTGroup object. They come with a folder called "resources," which contains all the actor geometry, materials, etc. The exported level remembers the object hierarchy, including names, that you created in WTStudio. This allows you to use WTGroup::getObjectByName() to access objects by name in code. In this lab you have the option of getting a Camera object ("Camera1") out of the level.
Notice that although you have the freedom to add and remove levels at will or render through the camera of your choice, there are some limitations to the order in which you do things. For example, you can't render through a camera that belongs to Level 2 if you haven't loaded Level 2.
WT::createGroupFromFile, WTGroup::getObjectByName