World creation basics: Difference between revisions

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And more example images! This time TerrainLab! (One day I'll stop updating this page. But not today!)
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== Introduction ==
== Introduction ==
Unlike most other VR social platforms, one of Resonite's true strengths is it's powerful in world creation tools that limit you only by what the game engine can do rather than what might be 'fun'.  While the upside is that you can create just about anything you can imagine, the downside is a lot of complexity. Over time in game tools will improve and make this easier but even then it's a good idea to learn the basics of world creation.
Unlike most other VR social platforms, one of Resonite's true strengths is it's powerful in game world creation tools that limit you only by what the game engine can do rather than what might be 'fun'.  While the upside is that you can create just about anything you can imagine, the downside is a lot of complexity. Over time in game tools will improve and make this easier but even then it's a good idea to learn the basics of world creation. Interestingly, while the target of this page is Resonite, a lot of the basics here(and linked) also apply to other game engines.


Interestingly, while the target of this page is Resonite, a lot of the ideas here also apply to other game engines.  
It is suggested that you at least skim through this page before you start building to try and prevent frustration. Or you can dive right in and learn as you go, Resonite is a platform for all types.  


====== <sub>Notes:</sub> ======
====== <sub>Notes:</sub> ======
* <sub>This page is intended to evolve into a 'how to make a world from start to finish '''IN'''</sub><nowiki/> <sub>'''GAME'''' It should promote the use of official tool and methods. While not intended as a step-by-step guides, it will include outlines of the process, links to tools and resources.</sub>
* <sub>This page is intended to evolve into a 'how to make a world from start to finish '''IN'''</sub><nowiki/> <sub>'''GAME'''' It should promote the use of official tool and methods. While not intended as a step-by-step guides, it will include outlines of the process, links to tools and resources.</sub>
* <sub>An attempt has been made to prevent the problem of assumed knowledge while also covering points more experienced users might not know. The notes and text of this page are intended to contextualize the processes and what is required. As well as giving ideas.</sub>  
* <sub>It is not to be considered a comprehensive guide and  but a solid starting point th</sub><nowiki/><sub>at covers a few ways to do each step. Resonite allows a nearly infinite way to do most things.</sub>
* <sub>A lot of this page references [[Metaverse Academia]]'s public folder and while was an invaluable resource when creating this page it's far from the only one.</sub>
* <sub>An attempt has been made to prevent the problem of assumed knowledge while also touching on more advanced subjects. The notes and text of this page are intended to contextualize the processes and what is required. As well as giving ideas.</sub>
* <sub>A lot of this page references [[Metaverse Academia]]'<small>s [[Public folders]] and</small> while was an invaluable resource when creating this page it's far from the only one.</sub>


While direct links will be provided further in, it can also be found from Resonite Essentials via the following path:
While direct links will be provided further in, it can also be found from Resonite Essentials via the following path:
Line 16: Line 17:
<div style="clear: both"></div>
<div style="clear: both"></div>
== Initial world creation ==
== Initial world creation ==
For details on how to create and manage worlds, see: [[World#creating a world]]
For details on how to create and manage worlds, see: [[World#creating a world]].


The two most popular starting points for a new world is either Platform or Grid.  Both provide a basic world setup with some ground, a simple procedural skybox, lighting and other core requirements such as the [[Component:CommonSpawnArea]].  Both worlds put the initial spawn point at [0,0,0]. Their main difference is the ground.
The two most popular starting points for a new world is either Platform or Grid.  Both provide a basic world setup with some ground, a simple procedural skybox, lighting and other core requirements such as the [[Component:CommonSpawnArea]].  Both worlds put the initial spawn point at [0,0,0]. Their main difference is the ground.


A [[Grid World]] is a great starting point for creating a world 'set on the ground', it is a 1km square plane(quad?) with a grid texture and a 0 thickness collider. You can either use the texture tool to change the ground to be something more interesting or treat it as a 'sound stage' to create on.
=== Grid ===
[[File:Grid World.png|alt=Grid World|thumb|The start of something wonderful?]]
[[File:Grid World.png|alt=Grid World|thumb|The start of something wonderful?]]


A [[Grid World]] is a great starting point for creating a world 'set on the ground', it is a 1km square quad mesh with a grid texture and a 0 thickness collider. You can use the texture tool to change the ground to be something more interesting, replace it with a different mesh or treat it as a 'sound stage' to create on.
=== Platform ===
=== Platform ===
Want to create a space station, floating island or similar, this is for you. It's a flat(0.2m) by 30m cylinder with a matching collider floating in nothing.  
Want to create a space station, floating island or similar? This is for you. It's a flat(0.2m) by 30m cylinder with a matching collider floating in nearly nothing.  


== World lighting/Skyboxes ==
== World lighting/Skyboxes ==
The default worlds come with a [[Component:Skybox]] as other components set(Under Root->Skybox) up that give  view of the 'sky' and the world reflections.  
The default worlds come with a [[Component:Skybox]] as other components set(Under Root->Skybox) up that give  view of the 'sky' and the world reflections.  


The Skybox component puts the viewer in the middle of a spherical bubble with the chosen texture projected on the inside, this effect is best seen on a Platform world where you can look over the edge and a detailed skybox image.
The Skybox component puts the viewer in the middle of a spherical bubble with the chosen texture projected a full 360 degrees on the inside. This effect is best seen on a Platform where you can look over the edge combined with a detailed skybox image.


=== Basic ===
=== Basic ===
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=== Dawn Sky ===
=== Dawn Sky ===
The Resonite Cloud Home comes with a more advanced skybox system called Dawn Sky that includes elements such as night/day, adjustable sun, backgrounds and creatures. While visually impressive it can have some performance penalties compared to a simple procedural or static texture. A lot of this performance can be gained back by removing the elements you don't need.
The [[Resonite Cloud Home]] comes with a more advanced skybox system called Dawn Sky that includes elements such as night/day, adjustable sun, backgrounds and creatures. While visually impressive it can have some performance penalties compared to a simple procedural or static texture. A lot of this performance can be gained back by removing the elements you don't need.


An installable version is planned, however for now It can be copied from the cloud home by parenting the correct slot in the cloud home to something like a cube, saving it and in the new world re-parenting it into the hierarchy, being sure to press the "Set Active Skybox" button in the Skybox component. This is an Advanced Subject.
An installable version is planned, however for now It can be copied from the cloud home by parenting the correct slot in the cloud home to something like a cube, saving it and in the new world re-parenting it into the hierarchy, being sure to press the "Set Active Skybox" button in the Skybox component. This is an Advanced Subject.


== Terrain/Landscape ==
== Terrain/Landscape ==
Unless you only want(or need) a large flat plane with a texture, or you plan to only use Fly or NoClip [[Locomotion Modules (Slot)]] in your world, you will want something to stand on.  
Unless you only want(or need) a large flat plane with a texture, or you plan to only use Fly or NoClip [[Locomotion Modules (Slot)]] in your world, you will want something to stand on. In game the 'ground' is simply something with a [[Collider]](that has the 'CharacterCollider' bool set) between you and whatever gravity the avatar is set to as 'down', so it can be just about anything.  
 
In game the 'ground' is simply something with a [[Collider]](that has the 'CharacterCollider' bool set) between you and whatever gravity the avatar is set to as 'down', so it can be just about anything.


Terrains are typically done in one of three ways:
Terrains are typically done in one of three ways:


=== Using Objects/3D meshes ===
=== Using Objects/3D meshes ===
This is by far the most flexible, easy to get started and fun method that can be done fully '''<u>in game.</u>''' While one of the most popular, it be hard work to cover larger areas with lots of details without also combining with other techniques to 'landscape' a terrain.
This is by far the most flexible, easy to get started and often fun method that can be done fully '''<u>in game.</u>''' While one of the most popular, it be hard work to cover larger areas with lots of details without also combining with other techniques to 'landscape' a terrain.


It's done by spawning in objects, from rocks or mountains from the many public folders or gathered from other worlds, to simple cubes or cones using the correct tool and setting the colliders as required.
It's done by spawning in objects, from rocks or mountains from the many public folders or gathered from other worlds, to simple cubes or cones using the correct tool and setting the colliders as required.
Line 57: Line 57:
Tools that could come in handy in this context:
Tools that could come in handy in this context:


* [[Grabbable Setter Tool]]  This will allow you to make an object 'Grabbable' so you can move it around or prevent it from being moved when you are done.
* [[Character Collider Setter Tool]] This allows an object to become something you can stand or bump into. A floor or wall.
* [[Character Collider Setter Tool]] This allows an object to become something you can stand or bump into. A floor or wall.
* [[Grabbable Setter Tool]]  This will allow you to make an object 'Grabbable' so you can move it around or prevent it from being moved when you are done.
* [[Material Tool]]  This lets you change the texture and material, to make a object into rock or gold or glass.


Some ideas:
Some ideas:
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By far the most popular '''<u>traditional</u>''' method of creating  terrain, it typically relies on external 3d modeling tools.
By far the most popular '''<u>traditional</u>''' method of creating  terrain, it typically relies on external 3d modeling tools.


They can be as high or low performance as depending on optimization techniques as  the size of the mesh can be changed to suit the required detail, allowing for the same number of triangles much higher detail in areas that need it, for example sharp slopes and valleys and much lower counts on large flat areas such as plans or open spaces.  
They can be as high or low performance as depending on optimization techniques as  the size of the mesh can be changed to suit the required detail, allowing for the same number of triangles much higher detail in areas that need it, for example sharp slopes and valleys and much lower counts on large flat areas such as plans or open spaces. [[File:TerrainLab.png|thumb|Don't let it's age fool you, it's a fun way to get started.]]
 
Once imported, a mesh can be paired with a MeshCollider and set up as above.
 


Once imported, a mesh can be paired with a MeshCollider and set up as above.[[File:TerrainLab.png|thumb|Don't let it's age fool you, it's a fun way to get started.]]




Line 90: Line 91:
Terrain Lab MMC22(rhenium):  https://go.resonite.com/world/G-Shared-Project-rheni/R-59aa7484-032f-4068-a468-9e262b0ed814
Terrain Lab MMC22(rhenium):  https://go.resonite.com/world/G-Shared-Project-rheni/R-59aa7484-032f-4068-a468-9e262b0ed814


<small>Notes:  Due to the meshes this creates they are not very optimized and use large,  even geometry, resulting in a 'low poly' look depending on the density. This tool makes acceptable meshes for smaller spaces.</small>
<small>Note:  Due to the meshes this creates they are not very optimized and use large,  even geometry, resulting in a 'low poly' look depending on the density. This tool makes acceptable meshes for smaller spaces.</small>


=== Texturing ===
=== Texturing ===
The simplest way to texture a terrain is to use the [[Material Tool]].
For texturing of mesh based terrain, including displacement meshe, see:  [[Color Splat Materials]]    (Editor note: This needs to be filled out a lot more.)
For texturing of mesh based terrain, including displacement meshe, see:  [[Color Splat Materials]]    (Editor note: This needs to be filled out a lot more.)


=== Installing ===
Whatever method you decide, you can at this point either replace the world's existing ground with your new one or place it elsewhere in the world. Remember to disable Grabbable once you are done and move the Spawn Point if it's no longer in the best location for your design.


 
=== Bonus ===
An interesting option to create a high performance VISUAL 3D terrain that will NOT have anyone walking on it, for example ground below a suspended walkway or outside a window, is to use a Displacement Material, details of how to do this can be explored in ProbbablePrime's pre-Resonite demonstration of using an in game graphical editor and a texture with Displacement Map to create a Terrain:  
An interesting option to create a high performance VISUAL 3D terrain that will NOT have anyone walking on it, for example ground below a suspended walkway or outside a window, is to use a Displacement Material, details of how to do this can be explored in ProbbablePrime's pre-Resonite demonstration of using an in game graphical editor and a texture with Displacement Map to create a Terrain:  


resrec:///U-ProbablePrime/R-0776eec6-e4d1-46b0-9996-62428b1310b0  
<code>resrec:///U-ProbablePrime/R-0776eec6-e4d1-46b0-9996-62428b1310b0</code>


=== Related public folders ===
=== Related public folders ===
Line 111: Line 116:
Using shapes and other stuff.
Using shapes and other stuff.


=== Module ===
=== Snappable ===
[[Dawn Modular]]  that uses the [[Module Snapping Tool]]
[[Dawn Modular]]  that uses the [[Module Snapping Tool]]


Line 119: Line 124:
An amazing tool to build a house including importation tools and a large collection of prefabbed items.  
An amazing tool to build a house including importation tools and a large collection of prefabbed items.  


resrec:///U-Crusher/R-3B3105CA14110C8E955083F2B1DA5CCFAD786424E7C15A9D5DAF5BDC7C2B9790
<code>resrec:///U-Crusher/R-3B3105CA14110C8E955083F2B1DA5CCFAD786424E7C15A9D5DAF5BDC7C2B9790</code>


[[Kitbasher]]  world link.
[[Kitbasher]]  world link.
Line 126: Line 131:
Softpoint has adorable items like plushies and things that could be used to decorate and make a world fun:
Softpoint has adorable items like plushies and things that could be used to decorate and make a world fun:


resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874
<code>resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874</code>


Gearbells' Toyshop!: resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874
Gearbells' Toyshop!: <code>resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874</code>
 
== Saving ==


== Advanced topics ==
== Advanced topics ==
Indoor/vs outdoor lighting and switching between as you need to turn off the world lighting to have dark indoors with bright outside.  
Indoor/vs outdoor lighting and switching between as you need to turn off the world lighting to have dark indoors with bright outside.  


Joshtiger has great particles in his 'creations' folder: resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874
Joshtiger has great particles in his 'creations' folder: <code>resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874</code>
 
Gravity systems. 
 
[[Tutorial:WorldOptimization]]
 
Making your new world your home: [[Homes]]


Gravity systems.
== Further reading ==
A lot of links to more dedicated and advanced topics can be found at the [[World Creation Hub]].


== Videos ==
== Videos ==
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|
|
|
|
|}Team Lagoom has excellent assets in here: resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC30525987
|}Team Lagoom has excellent assets in here: <code>resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC30525987</code>
[[Category:Tutorial]]
[[Category:World|*]]

Latest revision as of 04:45, 24 October 2025

This page is under heavy construction. Please check back often for updates. If you notice anything is wrong, either message Electra or edit it directly.

Introduction

Unlike most other VR social platforms, one of Resonite's true strengths is it's powerful in game world creation tools that limit you only by what the game engine can do rather than what might be 'fun'. While the upside is that you can create just about anything you can imagine, the downside is a lot of complexity. Over time in game tools will improve and make this easier but even then it's a good idea to learn the basics of world creation. Interestingly, while the target of this page is Resonite, a lot of the basics here(and linked) also apply to other game engines.

It is suggested that you at least skim through this page before you start building to try and prevent frustration. Or you can dive right in and learn as you go, Resonite is a platform for all types.

Notes:
  • This page is intended to evolve into a 'how to make a world from start to finish IN GAME' It should promote the use of official tool and methods. While not intended as a step-by-step guides, it will include outlines of the process, links to tools and resources.
  • It is not to be considered a comprehensive guide and but a solid starting point that covers a few ways to do each step. Resonite allows a nearly infinite way to do most things.
  • An attempt has been made to prevent the problem of assumed knowledge while also touching on more advanced subjects. The notes and text of this page are intended to contextualize the processes and what is required. As well as giving ideas.
  • A lot of this page references Metaverse Academia's Public folders and while was an invaluable resource when creating this page it's far from the only one.

While direct links will be provided further in, it can also be found from Resonite Essentials via the following path:

How to get to Metaverse Academia's public folder from Resonite Essentials.
How to get to Metaverse Academia's public folder from Resonite Essentials.

Initial world creation

For details on how to create and manage worlds, see: World#creating a world.

The two most popular starting points for a new world is either Platform or Grid. Both provide a basic world setup with some ground, a simple procedural skybox, lighting and other core requirements such as the Component:CommonSpawnArea. Both worlds put the initial spawn point at [0,0,0]. Their main difference is the ground.

Grid

Grid World
The start of something wonderful?

A Grid World is a great starting point for creating a world 'set on the ground', it is a 1km square quad mesh with a grid texture and a 0 thickness collider. You can use the texture tool to change the ground to be something more interesting, replace it with a different mesh or treat it as a 'sound stage' to create on.

Platform

Want to create a space station, floating island or similar? This is for you. It's a flat(0.2m) by 30m cylinder with a matching collider floating in nearly nothing.

World lighting/Skyboxes

The default worlds come with a Component:Skybox as other components set(Under Root->Skybox) up that give view of the 'sky' and the world reflections.

The Skybox component puts the viewer in the middle of a spherical bubble with the chosen texture projected a full 360 degrees on the inside. This effect is best seen on a Platform where you can look over the edge combined with a detailed skybox image.

Basic

By default worlds come with a basic Component:ProceduralSkyMaterial that creates a sky with a sun. This can be edited using an inspector to select colour and other details.

It can however also be changed to a static image by loading any 360 degree texture orb into the Material Tool and clicking Primary on the sky. And while this will update the reflections, it won't change the angle of the light from the sun. This may need to be using the dev tool in Root -> Light.

A selection of CC0 Skybox textures can be found in the Metaverse Academia public folder linked at the end. (Direct link will be provided once others are found.)

Dawn Sky

The Resonite Cloud Home comes with a more advanced skybox system called Dawn Sky that includes elements such as night/day, adjustable sun, backgrounds and creatures. While visually impressive it can have some performance penalties compared to a simple procedural or static texture. A lot of this performance can be gained back by removing the elements you don't need.

An installable version is planned, however for now It can be copied from the cloud home by parenting the correct slot in the cloud home to something like a cube, saving it and in the new world re-parenting it into the hierarchy, being sure to press the "Set Active Skybox" button in the Skybox component. This is an Advanced Subject.

Terrain/Landscape

Unless you only want(or need) a large flat plane with a texture, or you plan to only use Fly or NoClip Locomotion Modules (Slot) in your world, you will want something to stand on. In game the 'ground' is simply something with a Collider(that has the 'CharacterCollider' bool set) between you and whatever gravity the avatar is set to as 'down', so it can be just about anything.

Terrains are typically done in one of three ways:

Using Objects/3D meshes

This is by far the most flexible, easy to get started and often fun method that can be done fully in game. While one of the most popular, it be hard work to cover larger areas with lots of details without also combining with other techniques to 'landscape' a terrain.

It's done by spawning in objects, from rocks or mountains from the many public folders or gathered from other worlds, to simple cubes or cones using the correct tool and setting the colliders as required.

Tools that could come in handy in this context:

  • Grabbable Setter Tool This will allow you to make an object 'Grabbable' so you can move it around or prevent it from being moved when you are done.
  • Character Collider Setter Tool This allows an object to become something you can stand or bump into. A floor or wall.

Some ideas:

  • Using the Shape Tool, create basic shapes such as cones, cylinders and cubes and change materials to silver to create a spaceship.
  • For an ground bound island, start with a grid world, add a mesh with a water material over it and spawn in some large rocks sticking up through it.
  • Randomly stick pieces of building through a mesh covered by the Beans material to create art.

Displacement Mesh/Textures

A different but powerful method uses a greyscale image and creates areas of high and low ground from this. Typically black being low and white high. You can find many of these types of images online and import them, make your own with an external tool(such as GIMP or Paint) or use one of the in game drawing tools.

Some semi-rolling hills and the greyscale image that was used to generate it.

Use the Component:GridMesh and put a greyscale texture in DisplacementTexture to creates the modified 2D mesh. Setting the 'DisplacementMagnitude' for height, 'Points' for resolution and 'Size' for how large the lanscape is. Finally applying a Component:MeshCollider with Type:Static and CharacterCollider:True will allow it to be walk-able. See the GridMesh component page for more details and an example.

The performance of this method can be pretty good as most of calculations are done on initial loading or changes, with a compromise to be made between the size of the resulting mesh and detail of the result set by 'Points'. Once all the editing is done and if you want to improve the performance somewhat, you can 'Bake' the mesh to create a new 2D mesh without this overhead.

This method has the advantage that it can be easily edited and messed with by simply swapping out the texture(prior to baking) at any time or even dynamic/changing landscapes, however it can't be used to create through holes, overhangs, internal spaces or other complex 3D geometry. One way to get around this is to combine it with other methods such as adding jutting out rock objects or creating a steep valley under a house to create a basement and using the edges of the house to hide the gaps.

Some in game tools exist to allow editing of images, such as Neotoshop found under Asset Editing tools in the MA public folder. (include link)

2D Mesh

By far the most popular traditional method of creating terrain, it typically relies on external 3d modeling tools.

They can be as high or low performance as depending on optimization techniques as the size of the mesh can be changed to suit the required detail, allowing for the same number of triangles much higher detail in areas that need it, for example sharp slopes and valleys and much lower counts on large flat areas such as plans or open spaces.

Don't let it's age fool you, it's a fun way to get started.

Once imported, a mesh can be paired with a MeshCollider and set up as above.



There exists at least one in game editor that is easy and fun to use, however it comes with some quirks.

Terrain Lab MMC22(rhenium): https://go.resonite.com/world/G-Shared-Project-rheni/R-59aa7484-032f-4068-a468-9e262b0ed814

Note: Due to the meshes this creates they are not very optimized and use large, even geometry, resulting in a 'low poly' look depending on the density. This tool makes acceptable meshes for smaller spaces.

Texturing

The simplest way to texture a terrain is to use the Material Tool.

For texturing of mesh based terrain, including displacement meshe, see: Color Splat Materials (Editor note: This needs to be filled out a lot more.)

Installing

Whatever method you decide, you can at this point either replace the world's existing ground with your new one or place it elsewhere in the world. Remember to disable Grabbable once you are done and move the Spawn Point if it's no longer in the best location for your design.

Bonus

An interesting option to create a high performance VISUAL 3D terrain that will NOT have anyone walking on it, for example ground below a suspended walkway or outside a window, is to use a Displacement Material, details of how to do this can be explored in ProbbablePrime's pre-Resonite demonstration of using an in game graphical editor and a texture with Displacement Map to create a Terrain:

resrec:///U-ProbablePrime/R-0776eec6-e4d1-46b0-9996-62428b1310b0

Related public folders

  • Textures
  • Rocks
  • Trees (Resonite essentials)

Buildings/Structures

Basics

Using shapes and other stuff.

Snappable

Dawn Modular that uses the Module Snapping Tool

Dusk Modular that is a community addition to.

Kitbash

An amazing tool to build a house including importation tools and a large collection of prefabbed items.

resrec:///U-Crusher/R-3B3105CA14110C8E955083F2B1DA5CCFAD786424E7C15A9D5DAF5BDC7C2B9790

Kitbasher world link.

Furnishing/accessories

Softpoint has adorable items like plushies and things that could be used to decorate and make a world fun:

resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874

Gearbells' Toyshop!: resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874

Saving

Advanced topics

Indoor/vs outdoor lighting and switching between as you need to turn off the world lighting to have dark indoors with bright outside.

Joshtiger has great particles in his 'creations' folder: resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874

Gravity systems.

Tutorial:WorldOptimization

Making your new world your home: Homes

Further reading

A lot of links to more dedicated and advanced topics can be found at the World Creation Hub.

Videos

Miss Molly explains how to create, save a world, spawn in objects and use some of the tools, including changing the skybox.

In game resources

Title Content Link License
Metaverse Academy Public Many things! resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874
Creator Jam world-building resources resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC305259874 CC-BY

Team Lagoom has excellent assets in here: resrec:///G-1StJATqZXay/R-2387820050A6554644FFF4A2EE2A9A536E516300E61945D45F3D0CC30525987