Getting Started

Introduction

Installation

Project Configuration

Testing in Your Sandbox

Samples & Examples

Core Concepts & Glossary

Package Types

Spaces & Space Templates

Custom Avatars

Custom Avatar Animations

Avatar Attachments

Custom Prefab Objects

Embedded Packages

Drivable Vehicles

Scene Setup

Testing In Unity vs Sandbox

Controlling the Camera

Custom Collision, Layers, and Tags

Audio Mixers and Groups

Key Differences from Standard Unity3D development

Economy

Quests and Rewards

Economy Overview

Monetization

Items

Consumable Items

Rewarding Items

World Currency

Selling Items

Scripting

Components

Entrance Point

Camera Passthrough

Interactable

Trigger Event

Point Of Interest

Environment Settings Overrides

Render Pipeline Settings Overrides

Movement Materials

Climbable

Avatar Teleporter

Empty Frame

Projector Surface

Seat Hotspot

Guidelines

Supported Features and Limitations

Performance Guidelines

Lighting

Publishing to Spatial

Finding Published Packages

Support

FAQs

Help and Support

Release Notes

Asset Import Settings

Excluding Editor code from your C# assembly

In your Spatial Creator Toolkit C# Assembly, you may have code in one more multiple Editor subdirectories.

This is supported, but to prevent compile issues and analyzer warnings, exclude this code from your assembly in one of two ways:

Option 1: (preferred) Create an assembly definition inside each Editor folder. Make sure that the only selected platform is Editor.

Screenshot 2024-03-12 at 1.17.52 AM.png

Option 2: Surround all Editor code in a #if UNITY_EDITOR#endif directive. You will need to do this for every file that has Editor code.

Are you seeing compile errors about UnityEditor symbols not found?

Check the list of platforms in the Assembly Definition you created for Editor code. Make sure the only platform is Editor (see screenshot above).

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