Getting started
Package Types
World Building
Scripting
Guidelines
Support
FAQs
General
How do I download the Spatial Creator Toolkit?
Follow the steps in the Getting Started Guide, which walks you through everything you need to know!
Can I sell spaces I make with the Creator Toolkit?
At this time there isn’t a mechanism within Spatial to directly sell your Toolkit-built spaces to others. Stay tuned for more on this, however, in 2023!
How do I transfer a Toolkit package template to someone else?
- Have the person you want to transfer the template to Create a Space using any free Spatial template.
- Enter that space, and have them either:
- Make you a Host, or
- Temporarily set the Share permissions to “Anyone with the Link…..Can Edit”
- Go into Environment Settings > Change Environment > Packages > Choose your Toolkit Package template.
I’ve built an environment using the Toolkit, and would like to publish it so that others can visit the space. How can I do that?
- First: Apply to be a Spatial Creator Toolkit Publisher. Apply Here.
- Wait until you have received an email notifying you have been approved before proceeding.
- Follow the Publishing to Spatial steps to load your scene to a public Spatial space.
My object isn’t receiving lightmapped shadows. How do I fix this?
Here’s all the individual settings you need to get an object to be lightmap-able:
- You’ll need to mark the object as Static:
- The mesh of the object will need a second set of UVs. In the model import setting, you can let Unity generate these UVs for you. “Manual” margin method is usually more space efficient.
- The light that is casting baked shadows needs to either be set to “Mixed” or “Baked” mode
Once you have all of these settings, re-bake your lightmaps.
My environment has no ambient color and the scene looks dark.
- About This could happen when you publish your space without LightingData. (This doesn’t happen in sandbox.)
- Solution
Press ‘
Generate Lighting
’ button in Lighting setting. - Detail 1. Window - Rendering - Lighting to open Lighting window. 2. Go to Backed Lightmaps tab. 3. Press ‘Generate Lighting’ button and you’ll see LightingData is generated and assigned to the scene.
Lighting and Rendering
My object isn’t receiving lightmapped shadows. How do I fix this?
Here’s all the individual settings you need to get an object to be lightmap-able:
- You’ll need to mark the object as Static:
- The mesh of the object will need a second set of UVs. In the model import setting, you can let Unity generate these UVs for you. “Manual” margin method is usually more space efficient.
- The light that is casting baked shadows needs to either be set to “Mixed” or “Baked” mode
Once you have all of these settings, re-bake your lightmaps.
My environment has no ambient color and the scene looks dark.
- About This could happen when you publish your space without LightingData. (This doesn’t happen in sandbox.)
- Solution
Press ‘
Generate Lighting
’ button in Lighting setting. - Detail 1. Window - Rendering - Lighting to open Lighting window. 2. Go to Backed Lightmaps tab. 3. Press ‘Generate Lighting’ button and you’ll see LightingData is generated and assigned to the scene.
Skybox(panoramic) has a seamline.
Disable ‘Generate Mip Maps’ on your texture setting. This happens if your skybox(panoramic) texture has mipmaps.
Terrain isn’t rendered with normal maps on web and sandbox.
- Problem Terrain has normal maps but Spatial doesn’t render it on web and sandbox.
- Solution
- Do not use MaskMap in your Terrain Layers.
- Use 4 or less Terrain Layers.
- Detail
- WebGL has limited sampler state (16) and some variants of terrain shader use more than it. In this case, Unity fails to compile the variant and uses one of fallbacks.
- This compile fail doesn’t always happen. Some combinations between other graphics features like additional lights or lightmap modes generate different variants of terrain shader and some of it use more than 16 sampler state and fails to compile on web build.
- So as a generic solution, you can leave the MaskMap slot empty, or you’ll need to test whether the terrain appears okay in your scene.
- Also you should use 4 or less Terrain Layers to your Terrain for the same reason. https://docs.unity3d.com/Manual/class-TerrainLayer.html#Performance
(Thanks to Shawn Young for reporting this bug and providing screen capture images.)
Water shader on Mobile and VR
- Problem The water shader appears to have depth on Unity and web platforms, but this effect is lost on mobile and VR devices.
- Solution
- Detail This issue occurs because we have only enabled Scene Color and Scene Depth for the web platform due to performance reasons. To address this problem when creating a shader that utilizes SceneColor or SceneDepth, please refer to the following steps.”
- Making better water shaders
If you are using the Spatial template water shader in your project and want to reduce the perceived depth of the water, you can achieve this effect by decreasing the alpha value of the Deep Color.
The updated water shader included in the template now has an ‘Enable Depth’ checkbox, which allows you to simulate how the water will appear on mobile and VR devices.
If you are going to create your own water shader, I recommend checking out some cool water shader tutorial videos.
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- FAQs
- General
- How do I download the Spatial Creator Toolkit?
- Can I sell spaces I make with the Creator Toolkit?
- How do I transfer a Toolkit package template to someone else?
- I’ve built an environment using the Toolkit, and would like to publish it so that others can visit the space. How can I do that?
- My object isn’t receiving lightmapped shadows. How do I fix this?
- My environment has no ambient color and the scene looks dark.
- Lighting and Rendering
- My object isn’t receiving lightmapped shadows. How do I fix this?
- My environment has no ambient color and the scene looks dark.
- Skybox(panoramic) has a seamline.
- Terrain isn’t rendered with normal maps on web and sandbox.
- Water shader on Mobile and VR