Assets
An asset is something your map uses: a 3D model, a voice, a block of text. Components point at assets, and many entities (anything placed in your map) can use the same one. One lore can feed three robots; one model can appear a hundred times.
Asset types
| Type | What it is | You make it |
|---|---|---|
| Model | A 3D shape, like a wall, a lamp or a pizza slice. | no |
| Prefab | A ready-made entity with its settings filled in, like a robot. | no |
| Robot part | One body part for building a robot, like an arm or a hat. | no |
| Material | A colour for a robot's plastic or outer metal. | no |
| Voiceset | A voice a robot speaks with. | no |
| Lore | A block of text about one subject. | yes |
| Lore collection | A list of lore, so you can attach several at once. | yes |
| Personality | A robot's bio, what it knows, and examples of how it talks. | yes |
| Scene | One place in your map. A map can have several. | yes |
The ones you don't make come with the editor, ready to use.
What comes with the editor
The built-in assets come in three packages. Each asset's name starts with its package, like @robotopia/citykitfloor16x16.
| Package | Contents |
|---|---|
builtin | The three robot prefabs — Robot, Copbot, MuniciPal Robot — and the empty model. |
robotopia | 296 models (the city and sewer kits, street pieces, props, copbot) and 25 voicesets. |
robotopia-parts | 220 robot parts for Humanoid Body Parts, and 18 materials: 11 plastics and 7 metals. |
Put an asset in your scene
The library in the left sidebar lists every asset but the robot parts, and models and prefabs are the two types that go straight into a scene. Drag one in — a preview follows your cursor and snaps to the grid — and you get a new entity with a Transform, plus whatever the asset brings: an Appearance for a model, the whole arrangement for a prefab.
You can also press + at the top of Scene Objects to pick a model or prefab from a list.
Other assets, like voices and lore, go into a setting instead. Click an asset setting in the Inspector and a list opens with only the assets that fit. The Agent's Voice setting, for example, only offers voicesets.
Make your own
Use + (Create) in the header to author lore, lore collections and personalities. They're saved in your map, and any setting that takes them can use them. To add another scene, click the arrow on the scene button in the header, then New scene.
To see everything your map uses, press the Asset library button in the header.
You can't upload your own 3D models, sounds or pictures yet. Import a file on the start screen opens whole maps (.roboworld, .json, .json.gz), not single assets. See what's not possible yet.
Picking from the packs
- Start a building on
citykitfloor16x16, the big floor plate, then fill in with street pieces. - The
env_city_*pieces are for building rooms and buildings: walls, floors, ceilings, roofs, stairs, railings and lights. copbotis a single baked mesh, so it will not recolour. Place the Copbot prefab and you get the right wiring for free.- Voicesets are worth browsing rather than guessing at. The
aws-*ones are the general-purpose voices,copbot-voice*suit patrol bots, and the rest are characters —mac-grandma,thorsten-german,normanand seven more.