Importing and Uploading Clothing
This tutorial does require needing to be setup with the Space Editor Pack, see (Link Space, Unity and curator site)
You can make clothing for your avatars in Space by using any 3D software of your choice. You can use the avatars from the editor pack as a reference for your clothing; Just import it into your software and start making your clothing! Once your clothing is made, you can export the clothing as object files (obj.), save it anywhere you want, and from there, you can setup your scene ready for importing your clothing item for upload.
Setting Up Your Unity Scene For Uploading
Make sure you put the same reference avatar you used to make clothing into your scene, just in case you need it for resizing your item or any other changes.
Importing Your Clothing Item
You will need to import your clothing item into the scene as well. First, go to Assets at the top of Unity, and then on the dropdown menu, choose Import Asset. This will open up your Explorer, and you can find your clothing item which you saved as an obj. file. Once found, you can click on Import, and the item will be dropped into the main Assets folder. You can create a new folder and name it for organisation of your items.
Steps of Uploading
Open the folder you put your item in in Unity, and find the obj file. Drag this file into the Unity hierarchy. The Space avatar should be listed there too.
This should automatically fit your clothing to the avatar, but if it doesn’t, you might have to change the scale of the item under its Import Settings to 0.01. You can access the Import Settings by clicking the item in its Unity folder. If you used Blender to make the clothing, then the clothing should be the right scale already.
2. Click on the clothing item in the hierarchy, and under the Inspector window on the right hand side of the screen, click on Add Component.
3. After clicking on Add Component, use the search bar in the pop up to search for ‘Make Clothing or Attachment’ and click on it. This will add Clothing Items Settings under the Inspector window.
4. Under these Clothing Item Settings, you will see different subheadings in bold:
- Skeleton Selection
- Clothing Setup
- Attachment Setup
- Skin Setup
- Skip Deletion
- Keep Materials Always
- Restrict Customization
For clothing, you will only need to use the skeleton selection, clothing setup, layer, keep material always and if you want to restrict other users from customizing your clothing, you can use restrict customization.
The skeleton selection needs to be set to the same skeleton you used for making the clothing, so if you chose the female Space avatar, you will need to set this to Base Female, and if you used the male avatar, you will need to set this to Base Male.
The clothing slots will need to be set up for the item. These clothing slots will stop other items from being attached to the stated area of the avatar, so, for example, if you have made a t-shirt, you will want to make sure that the chest and upper chest is checked. You don’t need to check the back or arms as the back slot is for wings and the arm slots are for bangles and bracelets.
This setting allows you to set the layer for the clothing. The layer setting is dependent on what type of clothing you have made, so if you have made skin tight clothing, choose the skin tight option on the dropdown menu of Layer, and if you have made close fitting clothing, choose close fitting and so on.
Keep Material Always
You will need to check this option so the material on your clothing will be visible when you upload your item.
This will add skinning/weighting information to the clothing.
Preparing the Clothing
To prepare the clothing, all you need to do is click the Prepare button underneath the Finalise subheader.
Making the Prefab
A prefab of your item is needed for uploading. To make a prefab, simply drag your item from the hierarchy into the project folder.
Setting up the Prefab for Upload
The prefab will be selected already from dragging and dropping into the project window. With it selected, you will see it has all the same information under the Inspector window as the original obj file. Right at the bottom of the Inspector window, underneath the Finalise subheader, you will see another Add Component button. Click on it, and search for Virtual Good and chose it. Choosing Virtual Good will allow you to set your clothing item as a salable good in Space.
Virtual Good Settings
Scroll down a bit on your Inspector window until you can see all of the Virtual Good settings. These settings are very important as these will be used for information in Space about your clothing. These settings are:
- Content Type
- Primary Description
- Images and Icons
- Content Rating
- Creator Information
- Resume Existing Item
- Upload Content
The content type is used to categorise your items. As this will be clothing, you will need to set the content type on the dropdown menu to clothing.
This includes the name of the item, the language, description and brand. For example, in this tutorials screenshots, I have used a T-shirt, so, for the language I would choose English, name I would choose something like ‘Purple Loose T-shirt’ and the description, something simple like ‘ purple loose fitting t-shirt for females’. The brand is whatever you want to name your brand, in the case of the t-shirt, it would be Sinewave. This is entirely up to you depending on what clothing you have created and what you want to name it.
Images and Icons
This setting is used for adding a picture of your item to the store in Space and to inventories. There is also an option to add a brand picture too. Item Store Icon: Must be 430x430px and be a png. Item Inventory Icon: Must be 96x96px and be a png. Brand Icon: Must be 140x60px and be a png.
The best way to add these icons is to take some screenshots of the item in Unity with good lighting (I use white planes as a floor and backdrop) then make them the appropriate size in a photo editing software of your choice, and save them in the project folder of your clothing item. You can find the project folder by opening Explorer, and navigating to the Space Editor Pack folder, then finding your clothing project folder!
You can set the price of your clothing item here, and you also have a choice to set the item Not for Sale. If you set the item not for sale, it will only appear in your inventory, not in the Space store. Set the price of the item in Silver and Gold to whatever you want it to be available for, for example, the purple t-shirt will cost 150 Silver and 5 Gold. Note: Gold is purchased with real currency.
Content rating lets you set the rating for your clothing item. The ratings are:
- Everyone (suitable for all audiences)
- Teen (suitable for 13+, non-graphic violence)
- Mature (Suitable for 16+ graphic violence and mature themes)
- Adult (Suitable for 18+ violence, sexual themes)
- Explicit, contents adult content (Locked to age verified users)
Please set this appropriately. For the purple t-shirt, I would set it to Everyone.
The creator information includes developer name and copyright. The purple t-shirt in this tutorial would have the developer name of Sinewave and the copyright would be my name. Again, set this to your needs.
Resume Existing Item
This is only needed if you have previously uploaded an item and want to change it. The Item ID can be found under the Space tab at the top of the screen, and on the dropdown menu Items and Status.
This is where you upload your item to Space. Make sure that you have filled in all the details under Virtual Good Settings to your needs before beginning the upload. Once you are happy with the settings, you can go ahead and click on Automatic Submission. This will start the upload for your item. You will receive emails on your upload status at the email registered to the curator site. Once you receive an email stating that your item has finished processing, you can view your item under your inventory or in the Space Store at https://staging.sine.space