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Import Model as Virtual Space (VS)

A virtual space is a Unity scene. The VX Packager packages the scene, including its lighting, and uploads it to your HyperSkill account (see VX Publisher). Check Special Considerations for platform-specific requirements.

Build the space

  1. Create a folder for the space, for example Assets/VO/MyRoom, and save a new scene with the same name in it: Assets/VO/MyRoom/MyRoom.unity.

  2. Bring in the models, textures and materials you need. They can be anywhere in the project: packaging copies them into the space's folder. To bring in an FBX model with its textures, you can use 1. Import in Tools > VX Packager (see Import Model as Virtual Object (VO)).

  3. Set up the space, including floors, walls and lights. Use the human-scale model in Assets/SizeReference to check the scale; the floor should be at the feet of the model.

  4. Do not include cameras: packaging stops if the scene contains one. We recommend keeping spaces relatively sparse, like an empty room, and adding assets to populate the space as VOs when the simulation is built.

  5. Add colliders to the floors and walls people walk on or touch. Spaces do not get a default collider.

  6. Optionally bake the lighting in Window > Rendering > Lighting. Baked lightmaps, light probes and reflection probes are packaged with the scene.

  7. Save the scene.

Package and upload

  1. Open Tools > VX Packager and, under 2. Package, set Asset Folder to the space's folder. Type shows Space.

  2. Click Package + Upload. To build without uploading, click Package.

Packaging opens the scene, makes it self-contained, renders a thumbnail from above, builds a scene bundle for each platform and a .unitypackage, and uploads them. You can also right-click the space's folder and choose VX > Package and Upload.

Your VS is now in your private repository and is available the next time you launch HyperSkill on your supported platforms. As with virtual objects, packaging the space again updates the same virtual space. See Update an uploaded VO.

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