Getting Started
Introduction
Installation
Project Configuration
Testing in Your Sandbox
Samples & Examples
Core Concepts & Glossary
Package Types
Spaces & Space Templates
Custom Avatars
Custom Avatar Animations
Avatar Attachments
Custom Prefab Objects
Embedded Packages
Drivable Vehicles
Scene Setup
Testing In Unity vs Sandbox
Controlling the Camera
Custom Collision, Layers, and Tags
Audio Mixers and Groups
Key Differences from Standard Unity3D development
Economy
Quests and Rewards
Economy Overview
Monetization
Items
Consumable Items
Rewarding Items
World Currency
Selling Items
Scripting
‣
‣
Components
Entrance Point
Camera Passthrough
Interactable
Trigger Event
Point Of Interest
Environment Settings Overrides
Render Pipeline Settings Overrides
Movement Materials
Climbable
Avatar Teleporter
Empty Frame
Projector Surface
Seat Hotspot
Guidelines
Supported Features and Limitations
Performance Guidelines
Lighting
Publishing to Spatial
Finding Published Packages
Support
FAQs
Help and Support
Release Notes
Asset Import Settings
Wearables
This component allows for defining a wearable object to be used in Spatial. Wearables are any object that can be worn, equipped, or attached to an avatar. This can range from clothing, accessories, weapons, and auras to small transportation devices like hoverboards. This is to be used in conjunction with the
Wearable
package type, which you can reference in the package configuration.Wearable Types
- Aura
How To Use
Find examples of wearables in the Starter Template
Setting up a wearable is similar to creating a custom prefab object, but requires additional information that tells Spatial where this object should be attached on the avatar.
- First, start by creating your custom object as a Unity Prefab, and add the
Spatial Wearable
component to the root GameObject. You can add additional objects and effects that best suits the type of wearable you’re creating. - Once you have your prefab ready, create a new “PrefabObject” package
- Then, give it a name (this name will be what shows up in the content menu / inventory inside the Spatial app) and drag the prefab you created in step 1 into the
Prefab
field. - You will also need to specify a thumbnail of size exactly
512x512
in an uncompressed format - To test this package, make sure it is the “active package” inside the project configuration panel and then press the
Test Active Package
button inside the main toolbar.
Limitations
These limitations are subject to change at any time
Auras
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