If you need any help with this process, Join our Discord and we'll help you through!
"It's the groups of people who build things, who decide how the components should behave, the principles and behaviors that will shape the future." - Juan Benet, IPFS Founder
We want you to push the boundaries of what's possible.
Record WIP Photos + Videos
We'd love to see what you're creating. Join our Discord and share screenshots and video recordings of your creation.
Mona uses WebGL to run through the browser. You can find an overview of WebGL's graphical capabilities here.
Not all shaders can be used in models that are imported into Unity.
You must set the shader to 'Standard' on each material used.
Make sure you use one of the following:
Standard materials: any shaders are supported, for example diffuse, specular, transparency, etc.
Note: When using Blender, these are the materials supported by Blender Render rendering.
PBR (Physically Based Rendering) materials: This shader is extremely flexible, as it includes properties like diffuse, roughness, metalness and emission that allow you to configure how a material interacts with light.
Note: When using Blender, you can use PBR materials by setting Cycles rendering and adding the Principled BSDF shader. Note that none of the other shaders of the Cycles renderer are supported.
If you add newbakedLighting Assets to the Mona Template, make sure each new light is added to Scenes -> mona-template folder. If baked lights are placed outside this folder, lighting will not load properly when uploaded to the Playground.
You can find a detailed reference about how to create glTF compatible materials with Blender in Blender’s documentation.
Find free, high-quality PBR textures in cgbookcase.
The maximum size for textures is 1024x1024, we have found this to be the optimal size to provide reasonable loading/quality experiences. If your Space is simple, and your model requires a higher texture size, try bumping up to 2k.