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

Movement Materials

Movement materials let you define unique physics and audio-visual properties for how colliders interact with avatars in your space.

Movement Material and Sounds.mp4

Getting Started

Movement Events

Property: Function
Footstep Walk When the avatars foot touches the ground while walking
Footstep Run When the avatars foot touches the ground while running
Jump When the avatar jumps while grounded
Land When the avatar lands with enough vertical velocity
Stop When the avatar decelerates very quickly in a single frame.
Takeoff When the avatar accelerates very quickly in a single frame.

How To Setup Particle Systems

<aside> <img src="/icons/stars_red.svg" alt="/icons/stars_red.svg" width="40px" /> For every movement event with VFX, the prefab will be repositioned and a ParticleSystem.Emit(1) call is made on the particle system.

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This means your particles will not be “played” like normal. A single particle will be emitted from the parent system. This lets us use a single particle GameObject per event/material across all avatars keeping the system extremely lightweight.

Use World Space

Because the particle prefab is re-positioned every time we emit, your systems need to simulate in World Space

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How To Use Child Emitters

Because we Emit(1) instead of Play() , child particle systems will not play by default. You can trigger them by assigning them as SubEmitters on Birth.

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