Your Project, Your Way
The U3D template gives you a complete foundation for interactive 3D web experiences with professional URLs and monetization. This guide covers how to safely add your custom content while keeping the systems that power deployment and platform features intact.
🛡️ U3D CORE Prefab — Do Not Delete
The U3D CORE - DO NOT DELETE prefab contains the systems that handle deployment, professional URL generation, and platform integration. Removing it will prevent your content from being served at Unreality3D.com.
Location: Assets/U3D/Prefabs/U3D CORE - DO NOT DELETE.prefab
What's Required vs. Optional
The U3D CORE prefab contains several components. Only one is required for every project. The rest depend on what you're building.
Included Creator Assets
The U3D template ships with a handful of handmade assets, free for you to use, modify, or swap out. They exist to make the out-of-the-box experience feel polished and to save you time on the small visual touches that normally eat a whole afternoon. These three are released under open licenses so you can use them anywhere, not just in U3D projects.
Location: Assets/U3D/U3D_Assets/Skip Avatar
Location: Assets/U3D/U3D_Assets/Lens Flare
Location: Assets/U3D/U3D_Assets/Triplanar Grid
💡 Swap, Keep, or Remove
These assets are treated like any other content in the template. Delete them, replace them, or build on top of them. Nothing in the platform depends on them being present. U3D CORE and FirebaseIntegration are the only things that must stay.
Because these three assets are released under CC0 and MIT, you're welcome to use them in non-U3D projects too — other Unity projects, Godot, Unreal, game jams, tutorials, whatever you want. The rest of the template follows the Unreality3D Creator Terms.
Choose Your Path
Pick the approach that fits your project. All three preserve deployment to your professional URL.
- Multiplayer networking out of the box
- Configurable character controller + avatar animation
- One-click interactivity tools
- Media tools (audio, video, worldspace UI)
- Monetization tools available
- Zero configuration required
- Turn off enableMultiplayer in FirebaseIntegration
- Keep the character controller + interactivity
- Keep media and monetization tools
- Simpler deployment, same professional URL
- Set enableMultiplayer = false
- Replace or remove Input System Manager
- Add your own camera and controls
- Keep FirebaseIntegration for deployment
- Keep monetization if needed
💡 Before Building a Custom Controller
The U3D character controller is highly configurable from the Inspector. Before replacing it, check whether the built-in options already cover what you need. Universal Character Controller Guide →
Critical Project Settings
These settings must stay as-is for the deployment pipeline to work. The template ships with them already configured.
⚠️ WebGL Publishing Settings
Changing these settings may prevent deployment or cause loading failures at your live URL.
Decompression Fallback: Unchecked
Data Caching: Unchecked
Click Switch Platform if needed
Add your scenes to the build list
🚨 Product Name vs. Project Name
Product Name controls your professional URL path (unreality3d.com/creator/ProductName/).
Project Name is just your Unity project folder name. It has no effect on your URL.
Always use the U3D Creator Dashboard to change your Product Name so the pipeline, repo, and URL all stay in sync.
Publishing & Monetization
Publishing happens through the U3D Creator Dashboard in the Unity Editor. Click Publish, and the pipeline handles building, chunking large files, deploying to your GitHub repo, and making your content live at your professional URL.
FirebaseIntegration (Required)
🔥 Why FirebaseIntegration Can't Be Removed
Even if you don't use multiplayer or monetization, FirebaseIntegration handles deployment to your GitHub repo, professional URL registration, large file chunking, and template processing. It stays.
Features You Can Turn Off or Skip
Scene Management
You can rename scenes, add new ones, and organize them however you want. The only rule: every scene needs the U3D CORE prefab.
Save wherever you like in your project
Name scenes descriptively (MainMenu, Level1, etc.)
Set enableMultiplayer per scene if needed
Adjust spawn points for the player controller
Set your main scene as Scene 0
Remove the default _My Scene if you're not using it
💡 Dashboard Shortcuts
You don't have to dig through your project folders to find these prefabs. The Creator Dashboard has one-click tools for both:
Game Systems tab → Add U3D Core Prefab drops the U3D CORE prefab into your current scene with duplicate checking built in.
Media & Content tab → Add Settings UI drops in the settings menu as a prefab instance, ready to go.
🔄 Multi-Scene Transitions
The template supports multiple scenes in one build. Scene transitions use Unity's standard SceneManager.LoadScene(). Loading screens, progress indicators, and data persistence between scenes are up to you.
📷 Loading Camera — Frame Your Opening Shot
The U3D CORE - DO NOT DELETE prefab includes a LoadingCamera that shows your scene during the brief moment between scene load and player spawn. Without it, visitors see a black screen for that window. With it, they see whatever you frame.
LoadingCamera is parented to the player spawn point, so repositioning the spawn point also repositions the camera. It sits at eye height by default, giving visitors a preview of what the player is about to load into — like walking into a room and seeing it before your avatar arrives.
To customize the opening view: move or rotate your primary spawn point to frame a specific shot. The LoadingCamera follows. Keep the height close to 1.6 for a natural eye-level match with the player camera, or raise it for a more cinematic establishing angle.
LoadingCamera removes itself as soon as the player's camera becomes active, so it has no runtime cost during gameplay.
Build Optimization & Migration
The Creator Dashboard's Optimize tab has two sections: Asset Optimization for managing build size, and Migration Cleanup for creators bringing projects from other platforms.
Asset Optimization
These tools scan your project and let you make changes in bulk, so you don't have to open every texture or audio file individually.
Migration Cleanup
If you're bringing a project from another platform, you'll likely have leftover scripts and broken references from that platform's proprietary SDK. The Migration Cleanup tools help you deal with those so you can move forward without starting from scratch.
Testing Your Customizations
Explore the Documentation
Each major system has its own guide. Start with whatever's relevant to your project.