# InputProfiles ***COMING SOON...***     The `InputProfiles` sample illustrates a package setup with various different **device** and **input** profiles.                 ### Loading And Testing The Project In order to load and build the project in Microsoft Flight Simulator 2024, you must have previously enabled Developer Mode ([see here](../../../introduction/sdk-overview/) for more information). Once enabled, simply follow these steps:   - Use the **Open project...** command from the [**File**](../../../devmode/developer-mode/) menu. {{< image-center src="images/7_Samples_Tutorials/general_openproject.png" alt="Developer Mode Open Project" >}}   - Select the file `SimpleFX.xml` from the `SimpleFX` sample project. {{< image-center src="images/7_Samples_Tutorials/Samples/Misc/SimpleFX/simplefx_1.png" alt="Open SimpleFX Project" >}}   - The **Project Editor** should open automatically and show you the project `mycompany-simple-fx` (if the Project Editor doesn't open, then you can open it from the Developer Mode [**Tools** menu](../../../devmode/menus/tools/)) {{< image-center src="images/7_Samples_Tutorials/Samples/Misc/SimpleFX/simplefx_2.png" alt="SimpleFx In The Project Editor" >}}   - You can click on the arrow to the left to expand the list and show the **asset groups** that are used. In this case we have a [MaterialLib](../../../devmode/editors/project-editor/asset-types/#MaterialLib) and a [VisualEffectLib](../../../devmode/editors/project-editor/asset-types/#VisualEffectLib): {{< image-center src="images/7_Samples_Tutorials/Samples/Misc/SimpleFX/simplefx_3.png" alt="The Asset Groups For The SimpleFX Sample" >}} - You can now check out the contents of each asset group. To start with, we'll look at the MaterialLib, so click on it, and then in window, click on the `Load In Editor` button: {{< image-center src="images/7_Samples_Tutorials/Samples/Misc/SimpleFX/simplefx_4.png" alt="Opening The MaterialLib In The Material Editor" >}} - Once the material editor opens, you can find the material used by the sample by clicking the "User" tag, and then going to the "EngineSmoke" material: If you then click the `Edit` button, you can see the contents and setting of the material that the VFX will use: {{< image-center src="images/7_Samples_Tutorials/Samples/Misc/SimpleFX/simplefx_6.png" alt="The SimpleFX Material" >}} - To view the actual VFX that will use this material, you can go back to the **Project Editor** and select the **VisualEffectsLib** and then, as before, click the `Load In Editor` button from the project **Inspector** window. This will open [The Visual Effects Editor](../../../devmode/editors/vfx-editor/the-visual-effects-editor/) and there you can click on the `EngineSmoke.xml` to open the effect parameters in the [VFX Node Graph](../../../devmode/editors/vfx-editor/nodes/vfx-node-graph/):![The EngineSmoke VFX In The Node Graph](images/7_Samples_Tutorials/Samples/Misc/SimpleFX/simplefx_7.png) - You can test the VFX in the simulation by using the Spawn button in the VFX [Inspector](../../../devmode/editors/vfx-editor/the-visual-effects-editor/#h1) window (if this isn't open you can open it from the [View](../../../devmode/editors/vfx-editor/menus/#h) menu). For that, select the XML file in the editor, then in the Inspector select a **Contact Point** to spawn the effect on. In this case we'll use the **Propellor** since the effect is for engine smoke: ![The EngineSmoke XML In The VFX Editor Inspector](images/7_Samples_Tutorials/Samples/Misc/SimpleFX/simplefx_8.png)Once you've selected the **contact point**, all you have to do is click on the Spawn button and you'll see the effect being used in the simulation: For details of how to use visual effects created using the Visual Effects Editor on SimObjects, please see the following page: - [Visual Effects](../../../devmode/editors/vfx-editor/the-visual-effects-editor/)