It's Your Project
The template is a starting point, not a cage. Delete the demo scene, replace the sample assets, swap the character, build your own scenes, ignore half the tools. Almost everything in the project is yours to change. This page draws the line clearly: the short list of things that need to stay for publishing and platform features to work, and the long list of things that don't.
Three Ways to Build on It
Creators use the template in three broadly different ways. All three publish to your professional URL exactly the same way, so this is a question of how much of the built-in machinery you want, not a question of what you're allowed to do.
💡 Before you build a custom controller
The built-in controller is more adjustable than it looks. Speeds, gravity, jump behavior, camera style, perspective, and every key binding are Inspector settings, and the animation clips are swappable. It's worth an hour with the Character Controller guide before committing to building your own, because a lot of what sends creators down that road turns out to be a field they hadn't found yet.
What Has to Stay
One object: the U3D CORE - DO NOT DELETE prefab, at Assets/U3D/Prefabs/. Every scene you publish needs one. It's what connects your Unity project to your live URL, and without it your content has no way to reach the platform.
Inside it, the parts do different jobs, and only the first is needed in every single project:
Adding the Core prefab to a new scene is a single click: Game Systems → Add U3D Core Prefab. It checks for an existing one first, so you can't accidentally end up with two.
Safe to Delete
Everything below can go without consequence, and knowing that saves a lot of hesitating:
- The demo scene. It's a sample built to show the tools in action. Delete it whenever you like.
- The default scene. Replace _My Scene with your own, or build on top of it.
- The children of the "U3D - Optional" object in your hierarchy: the Settings UI, the directional light, the post-processing volume. These are conveniences so a fresh scene looks decent immediately. Delete or replace any of them. The Settings UI in particular can be re-added later from Media & Content if you change your mind.
- The sample assets. The avatar, the lens flare, the grid materials, all described below. Nothing in the platform depends on them existing.
- Any tool you're not using. Tools only add things when you click Apply. Ignoring a whole category costs you nothing.
Your Own Scenes
Name scenes whatever you like, put them wherever you like, and use as many as you want. Two things to remember: every scene you publish needs the Core prefab, and your scenes need to be in Unity's build list with your starting scene first, which the Publish tab shows you before you go live.
Moving a visitor between scenes uses Unity's ordinary scene loading, so anything you already know about that applies here. What the template doesn't do for you is the presentation around it: loading screens, progress bars, and carrying data from one scene into the next are yours to build if your project needs them.
Included Creator Assets
Three handmade assets, free to take anywhere
The template ships with a few original assets so a fresh project looks intentional instead of grey. They exist to save you an afternoon on the small visual things. All three are released under open licenses, which means you can use them in any project you want, including projects that have nothing to do with Unreality3D.
Assets/U3D/U3D_Assets/Skip Avatar
CC0, public domain
Assets/U3D/U3D_Assets/Lens Flare
CC0, public domain
Assets/U3D/U3D_Assets/Triplanar Grid
MIT License
💡 Take them with you
Because these three are CC0 and MIT, they aren't tied to this platform. Use them in other Unity projects, in a different engine, in a game jam, in a tutorial. That's deliberate. The rest of the template follows the Unreality3D Creator Terms.