You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
- Bring back the Unity window and allow the import process to finish.
17
17
18
+
:::info
19
+
If you place your content within a new directory "Assets > _UserContent" the default .gitignore file with the project will track changes in git on this folder.
20
+
:::
21
+
18
22
## Import Model
19
23
- Find the location of your Avatar model (usually provided in .FBX format).
20
24
- Click the file and then navigate to the `Model` section of the Import Settings window.
@@ -92,8 +96,10 @@ This section will cover usage of Hai's instructions later on.
92
96
93
97

94
98
99
+
- Basis uses the .BEE file extension, which combines the asset bundle and meta data, in order to simplify user generated content.
100
+
95
101
## Test the Avatar
96
-
- Once the AssetBundle has been created, you can load this via the `BootManager` prefab found at `Assets > Prefabs > Boot`.
102
+
- Once the .BEE file has been created, you can load this via the `BootManager` prefab found at `Assets > Prefabs > Boot`.
97
103
98
104

99
105
@@ -105,7 +111,7 @@ This section will cover usage of Hai's instructions later on.
105
111
- Load the `Initialization` scene from `Assets > Scenes`, and then hit Play.
106
112
107
113
# Uploading Your Avatar
108
-
Basis allows you to load an Avatar AssetBundle from a remote URL location, which is also required for other users in a networked session to also load the assets.
114
+
Basis allows you to load an Avatar .BEE file from a remote URL location, which is also required for other users in a networked session to also load the assets.
109
115
110
116
In order to support this, you will need to direct link to a remote location. For this example, we will use Google Drive.
0 commit comments