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Version: 2024.5

Assets

You can interact with asserts in the environment that have a behaviour, such as color picker, zoom in on a dashboard, start a video on the big screen, etc. or cause a certain event with their interaction.

In WebGL, by clicking on a 3D object with a behavior, you can trigger it. Meanwhile in VR, you can point the controller at the object and press the trigger button.

Spawn an asset

If you spawn an asset, such as an image, video or 3D object, you will have different rules for moving and changing the size and rotation.

In WebGL, changes to an object occur as follows:

  • Movement, with left-click drag and drop
  • Scaling, with left-click drag and drop + movement of mouse wheel
  • Rotation, with right-click drag and drop.

Should the player wish to walk around the area, dragging the media, it can do so with WASD, while holding down the object in the center, with the left button.

If you want to delete an asset, you can right-click on it and then press the trash icon.

In VR, changes to an object occur with the controller’s pointer at the object and pressing the trigger button.

Note

If you see other avatars, they are full body (both VR and WebGL), whereas when you see yourself downwards (in VR), you will only see virtual hands. However, if you look at your avatar from a mirror you will see it full body.

Extra 3D object properties

With regard to a 3D object, in addition to the basic properties, if provided by the uploaded asset, it can also be defined:

  • The colour
  • Whether to explode the object
  • Scale it non-proportionally on one of the axes.

Colour picker

The colour is chosen from a color palette with all gradations.

To change it, in WebGL one needs to select the object with the right button and click on the color button, while in VR one has to hold down the trigger to open the context menu and select the color button.

note

In order to obtain a 3d asset with colour picker, the mesh of the object must be organised in a hierarchy where the father is the container (without mesh) and the first child will be the part of the mesh that will be coloured.

Explosion

Exploding an object means breaking it down into several parts, if the 3D model provides for this.

note

In order to obtain an explodable 3D asset, the mesh of the object must be organised in a hierarchy where the parent is the container (without mesh) and the children are the parts of the mesh into which we want it to split during the explosion. All these sub-meshes must be placed at the same level in the hierarchy.

To apply this property, in WebGL the user has to select the object with the right mouse button and click on the explosion icon. A slider will appear below the object to gradually decompose the object and a drop-down box to select whether the explosion is to start radially, on the X, Y or Z axis.

Similarly, in VR the property can be activated by holding down the trigger on the object and clicking the explosion icon from the contextual menu.

Non-proportional scaling

Finally, non-proportional scaling allows the 3D model to be stretched on one of the three axes.

To adjust this property, in WebGL the user needs to select the object with the right button and select the resize icon. Handles will appear on each face of the object, and by holding down on one of these with the left button, one can stretch or shrink the relative face.

Similarly in VR, the user has to hold the trigger on the object to open the contextual menu and select the resize icon.

note

Non proportional scaling option can cause unexpected behaviours if associated with any collider that cannot be scaled in non proportional ways (es. Sphere Collider, Capsule Collider ...)