Making the Template Yours

What you can change, what needs to stay, and the three ways creators build on the template

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.

🎮
Use everything
Multiplayer, the character controller, the one-click interactivity tools, the media tools, monetization. Nothing to configure and nothing to strip out. This is the path most creators take, and it suits social spaces, games, and interactive showcases.
⚡ What you do:
Nothing. Open the project and start building.
📱
Single-player, with the tools
Keep the character controller, the interactivity tools, and the media tools, but turn multiplayer off so visitors never see each other. Good for narrative pieces, teaching material, personal showcases, and anything where company would break the mood.
⚡ What you do:
Turn off multiplayer on the Core prefab. See Multiplayer for the switch and what changes.
🎨
Your own camera and controls
Replace the U3D player with your own camera rig and input handling. Suits 2D games, fixed-camera pieces, architectural flythroughs, and interaction models the built-in controller wasn't designed for.
⚡ What you do:
Turn off multiplayer, add your own camera and controls, and keep the Core prefab so publishing still works.

💡 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:

🚀
Platform integration
Required, always. Handles publishing to your repository, your professional URL, and payment processing. Even a project with no multiplayer and no monetization needs it, because it's the piece that makes publishing work at all.
🌐
Network manager
Required with multiplayer. Runs the shared session. Only relevant if multiplayer is on.
👤
Player spawner
Required with multiplayer. Places the player controller into the scene when a visitor arrives.
🎮
Input system manager
Required for the U3D controller. If you're bringing your own input handling, this is one of the pieces you'd replace.
📱
Event system
Required for any UI. Unity's standard UI event handling, which every button, panel, and monetization tool depends on.
🖱️
Cursor manager
Optional, but keep it. Smooths out how the mouse cursor behaves in a browser. Nothing breaks without it; things just feel worse.

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.

🪵
Skip, the wooden mannequin
The default avatar, rigged as a Unity humanoid and ready for the animation system, in three wood finishes: pine, cherry, and acajou. A good stand-in while you build, and a perfectly good final choice if the look suits your world.

Assets/U3D/U3D_Assets/Skip Avatar
CC0, public domain
Dual-mode lens flare
A lens flare that renders correctly in both desktop browsers and VR, which most don't. Flares typically vanish or cause rendering trouble once a headset is involved. This one handles both without special configuration.

Assets/U3D/U3D_Assets/Lens Flare
CC0, public domain
🎛️
Triplanar grid shader
The checkered surfaces in the demo scene. It projects texture from three directions at once, so a grid stays even across any shape with no UV unwrapping and no stretching. Excellent for blockouts and scale reference, and a decent stylized look in its own right. Sample material and texture included.

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.

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