Try Registering Self-Made Models As Craft Items

You are now able to create your own Craft Items and upload them!

And so, in this article, we will go through the step-by-step process of uploading self-made models and registering products.

Those living outside of Japan can sell items in the store and obtain V Items in an event. However, currently, the payout of obtained V Points can only be done with a bank account in Japan.
At this time, we do not support payout with a bank account outside of Japan. We are considering how to deal with this, and we will inform you on Twitter and other social platforms, once we have new information.

Preparing an Craft Item to Upload (Modeling Software)

First, you must prepare an item you want to upload. 
There are a few restrictions with uploadable items such as size and being exclusive to Standard Shaders. Please review the restrictions.

Although there may be readers who already have an uploadable item, we believe there are those who would like to try uploading an item.
And so today,

we have made a bed looking at this article. Using this, let us go through how to register items.

Updating the Cluster Creator Kit to its Latest Version

Now onto the explanation of uploading the item.
The latest version of Cluster Creation Kit is necessary to use the ‘item upload feature’.
For those who have not yet downloaded the Cluster Creator Kit, we suggest you look at the article below.

If you have already installed the “Cluster Creator Kit”, please refer to the update method below and update the Cluster Creator Kit to its latest version!

Uploading Items (Unity)

Now you are fully prepared and ready to upload your item. Now open Unity and upload the item!

Importing a Model into Unity

First, import the model you would like to upload into Unity. If you are working with Blender, please refer to the link below to prepare the data you would like to import.

You only need to drag & drop into the ‘Project’ window when importing into Unity.

Once you have imported your model, it will be displayed in ‘Project’ as shown below.

After successfully importing the model, drag & drop into either ‘Scene’ or ‘Hierarchy’. Try placing the file in ‘Hierarchy’.

Seems like we’ve been able to import it correctly!

As we went through in section 2, be sure to prepare an empty GameObject for importing the 3D model and another GameObject for the Collider to make changes and adjustments easier!

Making an Item into a Prefab

It is necessary to prefabricate (prefab) the item for uploading onto the cluster website.
Prefab-ing is quite simple.

Drag & drop the object you want to prefab from the ‘Hierarchy’ window to the ‘Project’ window.

Then, a prefab should be produced in the ‘Project’ window.
Once the object icon and text color has changed after the prefab is built in ‘Hierarchy’,  the prefab-ing process has finished! (The image below shows the change)

Setting the Item Component onto the Item You Want to Upload

Only a few more steps!
Next, add an ‘Item’ component onto the chosen item. Adding this to the parent GameObject will make it easier for adjustments!

The setting menu below will pop up once it has been added. Please insert the following.

  • Id
    • An automatically set value to identify the item
  • Item Name
    • The item name
  • Size
    • The size of the item
    • Click “Set Default Size” to set the size

Uploading the Item

Finally, uploading the item.
Open the ‘Cluster’ menu in the top section of your screen and select ‘Craft Item Upload’ , a familiar scene for those who have created worlds.

A window for uploading items should appear once selected. Add the upload-ready item into this window.

You can select multiple items as well!
Set an item you would like to upload and click ‘Upload’.

If the website opens, the upload was successful!

Guidance for When Creating Craft Items

Before getting into the main topic, we have summarized the basic points for producing craft items.
By looking out for the following things, you can utilize World Craft to your fullest. Please be sure to go through this before creating items!

Looking at the diagram above, we hope you can understand and conceptualize items based on the position of grids and snaps. From the left, interpret the diagrams loosely as a “box”, “floor”, “wall”, and “pillar”, and imagine which category the item you would like to create is closest too.

Prior Preparation

Once you have prepared your 3D model, rather than adding Item Components to the model, prepare an empty Game Object with Item Components and set it as the 3D model. By doing so, it will become easier to adjust the Craft Item.

Guidance on Size

Now, going through some more points in detail.
First, on the size of items.

World Craft’s Grid Unit is 1m per Grid

In World Craft, the grid spacing unit for items to be placed is 1 meter. By creating world’s following this meter spacing layout, there will be no awkward spacing or overlapping with other items.

The initial template “Grid World” has a 1m tile spacing and so try conceptualizing the size of items by placing items distributed by the Cluster, Inc.

Additionally, the jump height for avatars is 1m and so any item lower than 1m is jumpable for avatars.

The Center of the Base of an Item is its Point of Origin

The origin of an item is the center of the base of an item.
By having the base of the model as the origin, you are able to place items in Craft Mode on the floor without space between the two.

Once the origin is determined, set the ‘Size’ of the item to what is best suited. If the icon on the upper right of ‘Scene view’ is turned on when the item is selected, a yellow box will be displayed in the scene view, so please refer to that to set the size.

As the general steps, first, automatically configure the ‘Set Default Size’ and if the item and yellow box are not aligned or feels odd, adjust the ‘Size’ value to what is best suited.

The Center of the Rotation Axis is The Center of Presentation

It is possible to rotate items by 90 degrees and place them in World Craft. For this reason, objects such as floors and walls should have its rotation axis as the center of presentation in order for them to stay in position when rotating 180 degrees.

For items hung on walls, purposefully missing the central axis may be suitable (as seen with the deer head taxidermy below). For better insight, it may be best to use rotate items in Craft Mode and adjust them to see whether items rotate as you imagined.

Guidance on Mesh Settings

The Positive Z-Axis is the Front Profile of the Item

When creating an item in craft, the item’s positive Z-axis will be displayed facing forward. As seen in the sample image above, when creating a set of stairs, the first set of stairs should be made facing the positive Z-axis in order to have them facing forward when placing them in Craft Mode (as seen in the image below).

Since we used stairs as an example, we will introduce some points on items such as slopes and hills that users can go up and down on. Especially for VR users, If items like these are created 1×1 in size, the slope becomes very steep and so stretching the incline horizontally would make a gentle slope.

Other Aspects to Examine with Mesh

Review the below before uploading.

  • The mesh is not missing in all 6 directions
  • No flickering (z-fight) with the item

Guidance on Setting Colliders

Set Colliders as the Same Shape as the Model

Have colliders as identical to the item so there is no unnatural animation when an avatar rides or an item collides with the object.

Since Craft Items do not support colliders with indentations, when creating items such as the table in the sample image, we recommend combining multiple colliders. (By only creating an item with only one collider, there will be collision with parts that have nothing)

You may choose to not set a collider on items that may become a hindrance when moving, such as flowers and grass.

For More Detailed Specifications Please Refer to the Cluster Creator Kit Document

There are more points to take note of. For more detailed specifications, please refer to the Cluster Creator Kit Document.

Registering Your Item (Website)

Checking Through the “My Contents” Page

After a successful upload, “Product Registration” is necessary for marketing in the store.
“Product Registration” can be done from the cluster website.

Open the website and click “My Contents” in the menu on the left-hand side.

The tabs in the My Contents consist of “WORLD”, “EVENT”, and “CRAFT ITEMS”, “ACCESSORIES”. . Please click on “CRAFT ITEMS”.

You can see the item(s) you uploaded.

Filling in the Necessary Information for Product Registration

Going on to product registration for the item!

Select the item you would like to register and click on “Register”.
A page to register an item explanation and cost will be displayed. Please proceed with entering the necessary information.

After entering all necessary information, select “Save and Register”!

Upon going through the guideline, please click “Agree to Guidelines and Apply”.

You have now finished registering your product!
Before marketing in the store, cluster’s management team will check if the item goes against public order and morals and contains any inappropriate content. Please wait for your review results.

Check to see if your item is displayed in the Manage Products page.
You will receive an email when the review has been finished!
If the “Pending” in the “Pending approval” column has disappeared on the Manage Products page, you are good to go.

Publishing in the Store

Finally, when the review is done, you will be able to press the “Publish in Store” button in the Product details screen.
Don’t forget to press this button to make your item show up in the store!

Once your item is up for sales in the store, the screen below will be shown.

After publishing your item onto the store, it is possible to update the craft item and item information. If you have tweaked your craft item, upload it from the Cluster Creator Kit (CCK) and update it from the “Product Editing” page.