Getting Started
Package Types
Scene Setup
Custom Collision, Layers, and Tags
Key Differences from Standard Unity3D development
Economy
Each package type requires a project configuration before they can be uploaded & published to Spatial. Project configurations are managed in your Unity project using the Spatial Portal window, included in the Spatial Creator Toolkit SDK.
This article covers setting up a Space configuration. To view the documentation regarding the other types please visit their respective articles:
You can open the Spatial Portal window by clicking the gear icon found in the Unity toolbar
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Your configuration window will likely be displaying different values than pictured in the screenshot.
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The Config tab consists of 3 sections:
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This section is where you create a new world, a new project configuration, select the active package, or open Spatial Studio
A world is a “container” for your spaces, various package types, and it can have its own (non-monetized) currency. A world can have one or many spaces and you can have one or many worlds. The “default world” is the world your space is associated with when published.
If a default world does not exist, Spatial creates one for you when the space is published. When worlds are first created they’re named “Untitled World” and can be renamed inside Spatial Studio.
Spatial Studio is used to manage most everything about your Spatial creations. Clicking this button will open Spatial Studio in your default browser (you may be prompted to log in) and bring you to the Worlds page.
When creating a new package to be published to Spatial, a project configuration must be created. Each package requires its own project configuration.
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To create a new project configuration select the appropriate package type from the drop down and click the Create button. The new project configuration is immediately created, selected in the Active Package drop down, and given a generic name.
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Field | Description |
---|---|
Type read only |
Displays the type the configuration represents |
Name | The name of your package and the display name initially used throughout the Spatial web application |
SKU read only |
The unique identifier for this package. This is a read only value assigned when you first publish the package and is used to identify your package when updating (re-publishing) |
Scene | The scene file (found in your project’s Assets folder) that contains your experience’s content |
Thumbnail | The default thumbnail users will see when viewing your space in a category and when initially joining the space |
C# Assembly | The assembly definition containing the C# scripts that power your experience’s functionality; For more information, see Assembly Setup |
Embedded Packages | If you are using custom packages specific to this space, you can include them as embedded packages. For more information, see Embedded Packages |
When you’re ready to publish your super awesome package, click the button and the Spatial SDK will analyze, build, and upload your project for processing. If your package contains errors you’ll receive a notification in Unity and the errors are listed in the Spatial Window’s Issues tab.
<aside> <img src="/icons/light-bulb_blue.svg" alt="/icons/light-bulb_blue.svg" width="40px" /> You can check the status of your package in the Packages section of Spatial Studio.
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Clicking this will delete the project configuration. Your existing files remain untouched and packages previously uploaded to Spatial will not be modified.
A space can have a MAX of 50 users. If server instancing is enabled, when your space reaches its maximum capacity, a new instance will be created and new users join this new instance
Two options available: Maximum (50, the default) or Custom. By choosing custom, you can set the maximum number of users per instance. For example, if your space was designed to be experienced without the distraction of other avatars, you would set this value to 1.
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The default setting. Enables up to 50 users to join your space. Any more than 50 will be added into a new instance.
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Limiting your space to a maximum of 1 user.
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Limiting your space to a maximum of 25 users. When the 26th person joins, a new instance is created and they’re placed within it.
You’ve likely been given a project configuration file that was created and published by someone else. The easiest fix is to create a new project configuration file and publish again.
<aside> 💡 When collaborating or sharing a project, consider using Unity’s package exporter. This will allow you to omit the project configuration and many unnecessary files when sharing with others. See more here: https://docs.unity3d.com/Manual/AssetPackages.html.
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Yes. Select the correct world in the Default World drop down and republish. Being able to identify the appropriate world is much easier if each world is given a unique name (using Spatial Studio).
Space Templates are spaces constructed in Unity for the sole purpose of being created through the Spatial web application’s +Create menu. Templates have limitations: they cannot be monetized, cannot contain C# scripting, or be included in a World. A great use of a Space Template is if you’re creating stylized spaces (such as a gallery) to give to others for placing their own content within.
When you publish for the first time the thumbnail included in the project configuration is used. Any further updates to your thumbnail require you to make the change either in Spatial Studio (for all non-space types) or in your space’s Space Info page.
The thumbnail size required for a space when publishing is 1024x512. Updating through the Space Info window requires an aspect ratio of 16:9 (1280x720 for example).
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