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Portals
This page goes over the details of Portals and how to set them up.
Portals Video
A Portal is a gateway to other Spaces. It allows Spaces to be linked together, so that visitors can explore spaces on the Mona network. Portals are an optional element to your space. Spaces do not require any Portals.
You can find the PortalPrefab in the _MonaAssets Folder in the Project Window. You can use this as is, but of course you can update the asset to look however you want.
  • The Portals scene has an Portals Gameobject/layer with the PortalLayer tag applied. Do NOT delete or move this scene or object.
  • Portals are optional, but allow you to link to other spaces, or have other spaces link to your space exactly where you want.
  • The gameobject under the PortalPrefab object must have a unique name in your Space and have the 'Portal' tag applied.
  • The Portal tagged object needs to have a box collider for the Portal to be 'seen' by the avatar. A mesh collider is possible but not recommended.
  • Make sure the Spawnpoint gizmo is not red and in a logical position.
  • The naming convention for naming should be "PascalCase" (i.e. Portal1 or TestPortal)

Editing Portals

The Portal Prefab consists of several child game objects.
The Portals Hierarchy
  • First is the 'Portals' Gameobject/layer which has the PortalLayer tag. Do NOT delete or rename this object.
  • Under that is each Portal gameobject/prefab. The name of this gameobject is up to you. Each portal is a unique Portal prefab, do NOT put multiple portals under one PortalPrefab. This object has the 'Untagged' tag.
  • Under that is a GameObject that must have a unique name, a Portal Tag, and requires a box collider. The collider is needed so that the player avatar can 'see' the object in order to interact with it.
  • A SpawnPoint must be included and has the Spawnpoint tag. When another space links to the space, they will get an option to choose which portal they spawn from. This is where they spawn. Name your Portals well so others have a good idea of where a player will appear in your space. The Portal Spawnpoint avatar gizmo needs to be green. If it is red it is in a location that overlaps another collider or not above a collider to land on (which will fail QA).
  • The Assets gameobject holds the assets that visually represent your Portal in the scene, such as a door or portal, or anything else for that matter. These can have colliders on them so Players can't run through them. The Portal does not need to have gameobjects in the Assets folder to function.

Linking Portals

Assigning the Portal Space destination is done after you have uploaded the space to your wallet draft. You can select from any space that has been minted on the Mona Platform. If your space has not been minted, it will not be accessible through the Portal system.
Make sure to set your Portal name to something useful so that others can link to them easily.
Connecting a Portal
As Owners can set their portal destinations to any space individually, a portal will not link back to your space automatically. If you are wanting to create a networked group of Spaces such as a hub, it is a good idea to discuss linking with the target destination Space owner so that people can return to your space through the same portal. You will need to note which portals to arrive at from both spaces.
If you change the Unique Name object of a Portal, Artifact, or Canvas all of these links will be reset. So keep that in mind when setting up your space.
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Last modified 17d ago