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⚒️ Customize Your Space
A guide to build your Space with MoNA.

Let's create Space!

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.

Best practices

Mona uses WebGL to run through the browser. You can find an overview of WebGL's graphical capabilities here.

Shader Support

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.

Lighting

Adding Lighting to you Space

If you add lighting to your Space, it must be added inside the Space scene in the hierarchy.
First, make sure your Space scene is set as the active scene. To do this, right click on the Space scene in the hierarchy and select "Set as active scene".
After you get your lighting looking the way you like, go to the lighting ->scene/environment tab to adjust your Skybox and bake lighting.

Polycount

  • For polycount, we recommend keeping your Space below 100k. If you want to go higher, it may impact performance for the viewers.
  • Test your build early and often in the MoNA Playground.

Textures

  • The recommended 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 or 4k.
  • Find free, high-quality PBR textures in cgbookcase.

Skybox

A ‘Skybox’ is a flat 2D image that is applied to the interior of a 3D shape (like a cube). The result simulates the experience of being in a three-dimensional environment.
If you add a Skybox to your scene, it must be added to your Space scene. Before you add your Skybox, make sure to set your Space scene as the as active scene by right clicking on the Space scene and selecting "Set as active scene".
  • Download open source HDRI Skyboxes here
  • Learn how to add a Skybox to your build | Watch Skybox Tutorial here.
  • Tip: If using the Skybox>Panoramic, be sure to uncheck "generate mipmaps" on your image texture settings.

Animation

Right now the only way to animate within Mona is by using the Timeline. Here are some easy to follow tutorial to get started
We are working to add more ways to make Spaces more interactive, including more ways to animate objects in your Scene. Please add suggestions in our Discord.

Colliders

When possible, we recommend using box colliders in your Space instead of Mesh Colliders as your Space will perform better in the viewer. Here is a helpful tutorial on how to add Box Colliders to your Space.

Objects

Add in any Objects you design into your space. If these are currently minted as an NFT, or you intend to mint them in the future, make sure to set each Unique object with an Artifact Tag.
You may also use open-source assets such as Quixel's Free selection of 3D assets.
If you use any asset, object, or file in your Space that you did not create, or do not have license to use, you must obtain all required permission to use before minting your Space. Make sure to read all license files carefully.

Hierarchy Best Practices

Your Unity hierarchy should be structured like the screenshot below.
Your Space scene should be at the top, set as the Active Scene (right click - set active scene) and all environment assets that you would like to be minted with your Space as an NFT should be nested inside the "Space" layer.
Your Artifacts scene should be next. If you want to include assets in your Space that you would like future Space owners to have the ability to remove or edit, you must include them in your Artifacts scene. Each Artifact needs be nested inside of an ArtifactPrefab layer, and each Artifact needs to have a unique name (like "Artifact1") and in the inspector, it must be tagged as "Artifact." This scene has 2 Artifacts, thus, there exist 2 Artifact Prefabs inside of the Artifacts layer.
Your Portals scene is last. Similar to Artifacts, it has a Portals layer, inside of which exist each Portal in your scene, nested inside of a Portal Prefab. This example has 2 Portals in the scene. Each Portal must have a unique name (in this case, "Portal1") and they must be tagged as "Portal" at the top of the inspector.

Customize -> Prep for Space Submission

Once you have your Space looking the way you want, next you need to Prep your Space for Submission ➡️
Last modified 7d ago