ResonitePackage: Difference between revisions

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* Allow creators to share creations outside of Resonite
* Allow creators to share creations outside of Resonite
** For example an avatar creator adding a ResonitePackage version of their avatar
** For example an avatar creator adding a ResonitePackage version of their avatar
* Backup your content locally
** The package includes all the necessary assets for exported item without relying on the Resonite Cloud, making this a good option if you want to create local backups of your items


== Non-Goals ==
== Non-Goals ==
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** Meshes
** Meshes
** Videos
** Videos
** Fonts
** And others...
* Slot Hierarchies
* Slot Hierarchies
** Including Bones
** Including Bones
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=== Variants ===
=== Variants ===


You can also optionally, export a ResonitePackage with all [[Asset_Variant|asset variants]]. This will result in a larger file size though.
You can also optionally, export a ResonitePackage with all [[Asset_Variant|asset variants]] by selecting the (+variants) option during export.
 
This will result in a larger file size, but the object will load much more quickly when users import it. If the package is exported without variants, the user will compute the variants on their end after the package is imported, which can be CPU intensive.


== Permissions ==
== Permissions ==

Revision as of 00:46, 11 June 2024

ResonitePackage files are not supported by Unity! This is not an intended application of this feature.

ResonitePackage is an upcoming package format allowing users to share and import pre-setup avatars and objects easily[1].

Goals

The goals of the ResonitePackage format are to:

  • Allow creators to share creations outside of Resonite
    • For example an avatar creator adding a ResonitePackage version of their avatar
  • Backup your content locally
    • The package includes all the necessary assets for exported item without relying on the Resonite Cloud, making this a good option if you want to create local backups of your items

Non-Goals

  • Compatibility with Unity/Unitypackage
    • Unitypackage is a proprietary format, that we cannot support/emulate
    • Therefore Unity will not support ResonitePackage.
  • Compatibility with other VR Platforms
    • ResonitePackage files will not be suppoted by other VR Platforms

Contents

ResonitePackages will include everything needed to re-create an object inside Resonite when re-imported. Including:

  • All Assets
    • Images
    • Sounds
    • Meshes
    • Videos
    • Fonts
    • And others...
  • Slot Hierarchies
    • Including Bones
    • Including all components
    • ProtoFlux

All assets will be included explicitly, as a file within the package.

Variants

You can also optionally, export a ResonitePackage with all asset variants by selecting the (+variants) option during export.

This will result in a larger file size, but the object will load much more quickly when users import it. If the package is exported without variants, the user will compute the variants on their end after the package is imported, which can be CPU intensive.

Permissions

As exporting a ResonitePackage is treated the same as exporting any other file, any regular export restrictions still work. This includes:

  • Restricting certain roles from exporting in a world
  • SimpleAvatarProtection blocking export for objects you do not own.

Simple Avatar Protection handling

It is recommended to review the ReassignUserOnPackageImport property on any important assets to make sure it is set correctly. It defaults to True

ResonitePackages have some custom handling for SimpleAvatarProtection.

On import:

  1. Resonite will notify each copy of SimpleAvatarProtection found within the package that it is part of a package import.
  2. If the ReassignUserOnPackageImport property on the SimpleAvatarProtection is set to true
    1. The User assigned to the SimpleAvatarProtection will be set to the user who imported the package.
  3. If the ReassignUserOnPackageImport property on the SimpleAvatarProtection is set to false
    1. The User assignment will be left alone.

Naming

The name was chosen as it was the most explicit (following in the steps of the Unity engine having the UnityPackage format), and as a way to advertise the platform[2][3].

Sources