Static 3D Object Meta Asset

Please refer to the 3D Static Object Asset for specific requirements of the Audio Meta Asset Framework before uploading an asset.

1. Find or Create the model file that you want to upload.

You can use any 3d modelling software and 3d model object file that is supported by Unity. For testing purposes, please you can find free 3d assets at Sketchfab.

A more complex model with high definition textures will be a larger file and will cost more to upload to Arweave. This also increases download time. Please check out https://prices.ardrive.io/ to determine Arweave upload costs per megabyte or gigabyte.

2. Create a Unity project and install the Rawrshak Tools SDK

Please refer to this tutorial on how to install the Rawrshak Tools SDK.

3. Move the asset into the Unity project

4. Select the model and drag into the scene. Click the model in the scene and make sure the Transform is set correctly.

Make sure that the Transform is set to the following at the start:

Position: (0,0,0)

Rotation: (0,0,0)

Scale: (1,1,1)

5. Correct the orientation

Make sure that the front of the asset is pointing towards the Z direction. The Z-direction is the Blue Arrow in the scene.

In this case, we flipped the Y axis 180 degrees.

6. Select the desired Bounding Box and place it in the scene.

Go to Assets\Rawrshak\Tools\Static3dObjectVerfier\Prefabs and select the desired bounding box. In this case, we're going to select Horizontal-Z shape bounding box. Drag that into the scene hierarchy to preserve the position.

Make sure to drag the prefab into the Hierarchy Tab, not the Scene tab. This preserves the position.

Make sure that the Position of the bounding box matches the initial Position of the prefab by selecting the prefab and comparing its position with the bounding box in the scene. In the example's case, it's position is at (0, 0.5, 0).

7. Add a Collider to the model

The box collider will be used by the bounding box to determine if the model is within the Asset Framework.

Select the largest mesh in the model hierarchy. Select 'Add Component' and search for a Collider component. In this case, we're using a simple box collider.

7.B. You may need to adjust the Collider if it doesn't fit the mesh correctly.

8. Select the Bounding Box object and set the Target Object to the object that has the box collider. Click "Load Target Object"

9. Re-scale and re-position the object until the object fits into the bounding box (Bounding Box is white)

10. Create a new Empty Game Object to be the parent of the prefab

Make sure the position of the new empty object is set to (0,0,0)

11. Move the model game object into the parent

12. Drag and drop the parent object into the Project Folder in order to create a prefab

13. Set the prefab's asset bundle name

14. Open the Asset Bundles Menu, select the Platform Targets, and click Generate Asset Bundles

Go to the menu and select: Rawrshak -> Asset Bundles

15. View the Asset Bundle Information

16. Upload it to Arweave

Please check out this tutorial in order to upload to Arweave.

17. Connect to the Rawrshak Dapp and navigate your way to the Content Contract page

18. Fill in the information about the Asset

Static 3D Object Asset Data

The Static 3D Object Meta Asset Framework has some requirements for each type and subtype. If your asset doesn't comply with the framework requirements, it may be unloadable by games.

Games expect the asset to follow the framework in order for them to load it.

To get the prefab name for Name section of the Static 3D Object Asset Data, you must open the Asset Bundle Menu, select the bundle name to view the information, and find the correct Asset name.

In this example, it's not "batmobile", instead it's "assets/batmobile-parent.prefab"

19. Fill in the Asset Information from the static 3d object information above.

20. Click Create Asset and wait for the Metadata to propagate

21. Wait for the transaction to process and Verify

If you're running into problems or find any issues, please join our discord and reach out. We'll help answer questions and fix issues as fast as we can.

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