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Create PlayCanvas Project

This guide is a walkthrough for creating a PlayCanvas sample app that can be published to VIVERSE Create.

Pre-Upload Configurations: 

  • Set spawn points 

  • Configure 3D models 

  • Adjust floor and wall settings 

  • Remove any existing cameras or character controllers 

 

Designer Guideline

Follow the provided designer guideline here to meet performance and feasibility specifications. This guide will help ensure your scene is optimized for the VIVERSE platform. 

 

1. Login to the PlayCanvas account and click New to create a new project.

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2. Give the project a name and click Create.

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3. After the project is created, click the Editor button.

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4. Click the "Reload" button in the browser toolbar to load the extension into the project.

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5. Confirm the extension has been loaded into the project successfully by confirming that the Login to Viverse button has been added to the left sidebar of PlayCanvas.

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6. Select the Box in the Hierarchy and uncheck the Enabled option to disable the box for now.

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7. Creating the Floor. Configure the Plane object to become a floor that will prevent the avatar from falling through.

A. Rename the Plane to Floor.

B. Set the Scale to (20, 1, 20) for X, Y, Z.

C. Click the "Add Component" button. Select Physics > Collision to add a Collision component. Click the "Add Component" button again and select Physics > Rigid Body to add a Rigid Body component.

D. Resize the collider to cover the entire space of the Plane object by setting Half Extents field to (10, .1, 10) for X, Y, Z.

E. After the Floor material is created in the next step, it can be added here.

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8. Creating the Floor material. Right-click in the Assets window and select New Asset > Material.

A. Rename the material to FloorMaterial.

B. Expand the Diffuse section and click the Color field. Set the values to (97, 255, 104) for r, g, b. Add it to the Materials section on the Floor object.

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9. Creating the first wall. Configure the walls to prevent the avatar from falling off the map. Select the Box in the scene and enable it.

A. Rename the Box to Wall1.

B. Set the values for the Position to (0, 0, 10) for X, Y, Z.

C. Set the values for the Scale to (20, 5, .1) for X, Y, Z.

D. Click the "Add Component" button. Select Physics > Collision to add a Collision component. Click the "Add Component" button again and select Physics > Rigid Body to add a Rigid Body component.

E. Resize the collider to cover the entire space of the wall object by setting Half Extents to (10, 2.5, .1) for X, Y, Z.

F. After the Wall material is created in the next step, it can be added here.

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10. Creating the Wall material. Right-click in the Assets window and select New Asset > Material.

A. Rename the material to WallMaterial.

B. Expand the Diffuse section and click the Color field. Set the values to (108, 240, 246) for r, g, b. Add it to the Materials section on the Wall1 object.

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11. Creating the 2nd wall. Select the Wall1 object and press Ctrl + D to duplicate the wall.

A. Rename the duplicated object to Wall2.

B. Set the values for Position to (0, 0, -10) for X, Y, Z.

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12. Creating the 3rd wall. Select the Wall2 object and press Ctrl + D to duplicate the wall.

A. Rename the duplicated object to Wall3.

B. Set the values for the Position to (-10, 0, 0) for X, Y, Z.

C. Set the values for the Rotation to (0, 90, 0) for X, Y, Z.

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13. Creating the 4th wall. Select the Wall3 object and press Ctrl + D to duplicate the wall.

A. Rename the duplicated object to Wall4.

B. Set the values for the Position to (10, 0, 0) for X, Y, Z.

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14. Creating a Spawn Point. To create a spawn point, right-click on the Root object and select New Entity > Entity. This entity will serve as the initial location where user avatars spawn or respawn. Please make sure your spawn point is above “ground”, to prevent the avatars from falling through the map.

A. Rename the entity to Spawn Point.

B. Add the spawn-point tag to the Tags field.

C. Set the values for the Position to (0, 1, 4) for X, Y, Z.

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15. Creating the Ball. To have an object that the avatar can interact with, right-click on the Root entity and select New Entity > 3D > Sphere.


A. Rename the Sphere to Ball.

B. Set the values for the Position to (0, 1, 0) for X, Y, Z.

C. Set the values for the Scale to (2, 2, 2) for X, Y, Z.

D. Click the "Add Component" button. Select Physics > Collision to add a Collision component. Click the "Add Component" button again and select Physics > Rigid Body to add a Rigid Body component.

E. After the Ball material is created in the next step, it can be added here.

F. Change the Type dropdown under the RIGIDBODY section to Dynamic.

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16. Creating the Ball material. Right-click in the Assets window and select New Asset > Material.


A. Rename the material to BallMaterial.

B. Expand the Diffuse section and click the Color field. Set the values to (244, 139, 139) for r, g, b.. Add it to the Materials section on the Ball object.

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17. Before uploading, ensure any built-in camera settings or character controllers used for testing are disabled or removed.

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18. Trouble Shooting Advice:
If the 3D models are not registering collisions properly, follow these steps.

A. Click the Settings gear icon.

B. Expand the Physics section.

C. Click the Import Ammo button.

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