Core Concepts & Architecture
Understand how URT3D is structured under the hood โ from assets and actors to traits, scripts, and the wrapper that ties it all together in Unity.
Last updated
Understand how URT3D is structured under the hood โ from assets and actors to traits, scripts, and the wrapper that ties it all together in Unity.
Last updated
โถ๏ธ Watch the Video Guide:
๐ Looking for detailed implementation docs? This page gives you a high-level overview, but you can always dive deeper in the official SDK documentation on GitHub:
At runtime, a .urta
file is loaded as a URT3D Asset โ a structured object that brings together a 3D model, behaviors, and metadata.
Here are the key components of the SDK and how they work together:
Asset
(Urt3d.Asset)The central object that represents everything inside a .urta
file.
Includes:
Actor
โ the 3D model itself (GLB/GLTF)
Preview
โ thumbnail image for UI display
Metadata
โ GUIDs, type, and names
Traits
โ modular behaviors (movement, interaction, animation)
Scripts
โ MiniScript behavior blocks
Actor
(Urt3d.Actor)This is the actual visual representation of your asset โ loaded from a .glb
file.
Responsibilities:
Load mesh and materials
Manage transforms and rendering
Can be constructed independently if needed:
Wrapper
(Urt3d.Wrapper)A Unity MonoBehaviour
that connects the asset to your scene. Use this to load .urta
files via drag-and-drop or through code.
Also handles:
Local file vs. remote asset loading
Script execution modes
Inspector integration for login, key, and settings
Metadata
(Urt3d.Metadata)Tracks identity, naming, and asset categorization.
This enables asset versioning, display, and filtering logic at runtime.
URT3D assets are modular. Each Trait provides a layer of behavior (position, animation, interactivity), while Scripts allow you to author dynamic logic using MiniScript.
These components are explained in depth here:
โ Traits System โ Scripting with MiniScript
When you load a .urta
file:
Asset.Construct(path)
loads the data
An Actor
is created and displayed
Traits are attached and initialized
MiniScripts begin executing if present
The Wrapper
handles runtime settings and updates
URT3D enables this all with minimal setup โ no need to manually wire up GameObjects, triggers, or logic files.
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