MONA Library Submission
If you are wanting to submit an asset to the Mona Library, this page will go into the best way to do that.
Last updated
If you are wanting to submit an asset to the Mona Library, this page will go into the best way to do that.
Last updated
If you would like to submit assets to the MONA Library you can submit them using the following : https://airtable.com/shrFtW6xJPZy5CueO.
You can also use the button at the top of the MONA Library tool to open this page, in order to use the above link.
In order to create a user friendly experience that best shows your work we have set up the following approach to submitting assets.
As the library is a more open space that allows for assets of all kinds, from a simple table up to a house or game based on Reactor, it is more difficult to define the requirements as each asset needs to take into consideration it's own needs. That said, the following specifications would be a good basis for assets.
The higher specifications below would not be considered a good asset for a Mobile/Standalone VR experience (depending on the space and number of assets and VRMs in the space). That said, it should work well enough in a desktop environment.
*Note how the textures differ from Total and Individual. Total means that all your textures add up to the target textures. So instead of having a diffuse, normal, smoothness/Metallic, and emissive texture at 1024x1024, they would actually be 512x512 each to add up to a 1024x1024.
Individual would be 1024x1024 for each texture type. Textures play the largest part in file size and affect how performant assets are in a space, which is very important when it comes to Standalone VR and Mobile platforms.
The best assets keep these specifications as low as possible. Keep this in mind when creating your assets so that more users can use them without affecting the overall experience in the space.
To make the Library easy to use, assets will need to be submitted as Unity Packages in a specific folder structure. Zip, Rar and base file formats (.fbx, .png etc) will not be used with the Library tool as we are creating easy to import assets for builders. You can find out how to do this in the following video :
The target folder structure will be as follows. We have chosen this hierarchy to reduce issues with overlapping names from different creators, and ease of finding the assets you import.
The red text should be named as it is shown. All other assets are named as you see fit :
_MonaLibrary
<Category> Including Portals, Sculptures etc.
<ArtistName>_<Asset name> Your Artist name so all your assets in this category are together.
Assets This folder is named as is to put all your assets together.
Meshes
Materials
Textures
Etc.
<PrefabName> This is the asset that is used in the space.
So, a real-world example would look like:
_MonaLibrary
Portals
TheMattEmpire_AwesomePortal
Assets
AwesomePortal.fbx
AwesomePortal_Diffuse.png
AwesomePortal_Normal.png
AwesomePortal_MS.png
AwesomePortal.mat
AwesomePortalPrefab
This way, when collapsed, the Hierarchy should look easy to find the assets you want to use and if one artist adds more assets it would look similar to the following:
_MonaLibrary
Portals
TheMattEmpire_AwesomePortal
Assets
AwesomePortalPrefab
Memory_RadicalPortal
Assets
RadicalPortalPrefab
Sculptures
TheMattEmpire_AwesomeSculpture
Assets
AwesomeSculpturePrefab
It is highly recommended to create your assets with the example hierarchy to make sure your asset is easy to use and find, and speed up the QA process.
Assets will require a polycount in triangles (Not polygons) so users know what kind of Asset they are getting and if that suits their needs. You can usually find this out in your Asset Creation Program, or use the following free asset from the Unity Store : https://assetstore.unity.com/packages/tools/modeling/polycount-63700#description.
Blender also has a tool to show how many triangles are visible in the space. As do most 3D Creation tools. Note that in blenders case, it will display the triangles for all visible assets, not just the selected ones.
Note that these assets should be game ready, meaning that the polycount should be reasonable to use in a Mona space. The number of Materials should also be low as each new material increases draw calls.
It would be preferred to create the image similar to the assets in the Library. This will improve the overall experience for browsers of assets. There are several ways to create this however, and you can use whichever method suits you.
Use the Asset inspector window by enlarging the window as big as possible, then taking a screen shot using Print Screen (or Alt + Print Screen for just the Unity application window). Use your favourite Image Editor to save the image. Most assets so far are using a 750x750 size image.
2. Render the asset in your favourite asset creation tool. Make sure that the background uses a similar grey to other assets in the library. The grey in question is #313131, or R: 49, G: 49, B: 49. It is best if the asset is facing the bottom left.
S asset | M asset | L Asset | XL/Important asset |
---|---|---|---|
Less than 5Mb
Less than 8Mb in total
Less than 10Mb
Less than 12Mb
Less than 4000 polygons (8,000 triangles)
Less than 7,500 polygons (15,000 triangles)
Less than 10k polygons (20,000 triangles)
Less than 12.5k polygons (25,000 triangles)
1 mesh
1 Meshes
1 Meshes
1-2 Meshes
1 material
1 material
1 material
1-2 materials
512x512 individual textures*
1024 x 1024 total textures*
1024 x 1024 individual textures*
2048x2048 total textures*