Media & Content Tools

Audio, video, mirrors, UI panels, and web links you can drop into your world in one click

Media & Content Tools

These tools add the sights and sounds that make a world feel alive: background music, spatial sound effects, streaming video screens, mirrors, laser pointers, and UI panels for signs and menus. Everything here is preconfigured, so the object you get is ready to use the moment it lands in your scene, and everything stays editable afterward in the Inspector like any other Unity object.

🎯 Where to find them

Open the Creator Dashboard from the U3D menu → Creator Dashboard, click the Project Tools tab, then the Media & Content category. See Project Tools for how the tab and its search work.

💡 "Add" vs. "Make"

Tools starting with Add create a new, ready-made object in your scene. Tools starting with Make add behavior to the object you have selected, so select something in the Hierarchy first, then click Apply.

Audio Tools

Sound that respects the player's volume settings

Every audio tool here routes its sound through the template's Audio Mixer, which means the volume sliders in the Settings UI control your audio automatically. Background music goes to the Ambient channel, and sound effects go to the Effects channel, so players can balance the two however they like.

🎵
Add Audio Playlist
Creates a new Audio Playlist object, fully wired with a 3D spatial sound source: sound fades naturally with distance, audible from 1 to 500 meters. Add your clips to the playlist in the Inspector, then either let it play on its own or start playback from a trigger, like a U3D Enter Trigger, so the music begins when a player walks in.
🎶
Make Audio Playlist
Adds the Audio Playlist component to the object you have selected. If the object has no sound source yet, one is added and routed to the Effects channel with 3D spatial defaults. If you already configured a sound source on the object yourself, your settings are left alone. Running the tool twice on the same object won't create a duplicate.
🌫️
Add Ambient Audio Source
Creates a sound source routed to the Ambient channel. Playback is 2D, meaning the same volume everywhere in the scene, which is what you want for background music and atmospheric sound. Assign a clip in the Inspector and set it to loop or play when you choose.
📍
Add Local Audio Source
Creates a sound source routed to the Effects channel. Playback is 3D spatial, so the sound comes from the object's position and fades with distance, audible from 1 to 500 meters. Good for sound effects that belong to a specific spot: a fountain, a machine, a crackling fire.

💡 Which audio tool do I want?

Background music for the whole space: Add Ambient Audio Source, or Add Audio Playlist if you want multiple tracks in sequence. A sound that lives at one spot in the world: Add Local Audio Source. Music or sounds attached to an object you already have: Make Audio Playlist with that object selected.

Video Player

Stream a video onto a screen in your world

Add Video Player creates a complete video setup: a 16:9 screen, spatial audio, and a floating control panel that appears when players walk up to it. All you provide is a link to the video file.

1
Add the player

Click Apply on Add Video Player. A Video Player object appears in your scene with a Video Screen child, sized to a 16:9 shape you can scale and position like any object.

2
Paste your video link

Select the Video Screen child object and paste a direct .mp4 or .webm link into the Video URL field in the Inspector. It needs to be a direct file link, not a video site's page link.

3
Place and test

Position the screen where you want it and press Play. The video's sound is spatial, fading out around 30 meters, so it won't follow players across the whole map.

The control panel below the screen is a worldspace UI that fades in as players approach and fades out as they leave, so the screen stays clean from a distance. And each Video Player in your scene plays its own video independently, so you can run several screens with different content in the same world.

UI Panels

Signs, menus, and overlays without building a canvas from scratch

Unity's UI system takes some setup before anything shows up in a 3D world correctly. These tools skip that part: each one creates a styled, working panel you can immediately fill with your own text, images, and buttons.

🪧
Add Worldspace UI
Creates a panel that exists inside your 3D world, like a sign or an info board. The panel comes with proximity fade (it appears as players approach and fades as they leave) and an optional billboard behavior that turns the panel to face the player. Both are settings on its U3D Worldspace UI component, along with the show and hide distances.
🖥️
Add Screenspace UI
Creates an overlay panel drawn on top of the player's view, with a title and body text ready to edit. This is the tool for HUDs, menus, and info overlays. Add your own buttons and content to the panel like any Unity UI.
🗺️
Add Instructions
Creates a worldspace panel listing the default movement and interaction controls, built from the actual current input bindings. If you remap controls on the player controller, the panel updates itself to match, so the instructions you show players are always accurate.
⚙️
Add Settings UI
Drops in the U3D Settings UI, the panel players use to adjust audio volume, graphics quality, and controls while they're in your experience. The audio sliders are wired to the same mixer channels the audio tools above use. One per scene: the tool checks for an existing Settings UI and won't add a second.

Mirror

Add Mirror creates a working reflective surface: a mirror-shaped panel plus a hidden camera that looks back out at the room and feeds what it sees onto the surface, flipped the way a real mirror flips things. Players can walk up and see their own avatar, which makes it a natural fit next to the avatar Attachment tools, and it works for scene composition tricks too, like reflecting a view the player can't reach.

Each mirror creates its own image assets in Assets/U3D/U3D_Assets/Mirrors/, so you can place several mirrors and each reflects independently. If the reflection's framing isn't quite right for your space, the Reflection Camera child object is yours to adjust in the Inspector.

⚠️ Mirrors have a rendering cost

Every mirror renders the scene a second time from its own point of view. One or two are fine in most experiences; a hallway of them will slow things down, especially on mobile. If performance dips, the Optimize tab can help you find where your budget is going.

Laser Pointer

Add Laser Pointer creates a pointer that fires a visible beam onto the first surface it hits, with a bright dot where it lands. It's networked, so every player in the session sees the beam, which makes it a lovely tool for guided tours, presentations, and "look over here" moments in multiplayer.

The pointer starts off. To control it, wire a UI button or an Interact Trigger to one of its three functions in the Inspector: Activate turns it on, Toggle switches it on and off, and Pulse fires a brief flash. Position and aim the pointer object like anything else in your scene.

Make URL Link turns the object you have selected into a clickable link: players click it (or press the interact key near it) and the address you set opens in a new browser tab. Since experiences run in the browser already, this is the simplest bridge from your world out to anywhere on the web, like your portfolio, a shop page, or your socials.

Select an object, click Apply, then set the address on the object's Open URL component in the Inspector. The tool adds everything the object needs to be clickable, including a collider if it doesn't have one, and it's safe to run on an object that already has an Interact Trigger: the link is wired alongside whatever else the trigger does.

💡 Coming to this category

Slide Presentation and Guestbook tools are in development. You can watch progress and weigh in on priorities through the platform's GitHub Discussions.

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