URT3D Docs
  • ๐Ÿ“˜Welcome to URT3D Docs
  • Getting Started
    • ๐Ÿš€Quickstart
  • Basics
    • ๐ŸŒIntroduction to URT3D
    • ๐Ÿ”„How to Convert Your Files
    • โฌ†๏ธUpload Tips and Guidelines
    • ๐Ÿ“ฆUsing Your Converted Files
    • ๐Ÿ› ๏ธTroubleshooting Conversion
  • ๐Ÿ“‚ Developers
    • ๐Ÿ‘ฉโ€๐Ÿ’ปGetting Started with the SDK
    • ๐Ÿ‘จโ€๐Ÿ’ปUnity Integration Guide
    • ๐Ÿ—๏ธCore Concepts & Architecture
    • ๐ŸงฌTraits System
    • โœ๏ธScripting System
      • ๐ŸงพMiniScript Recipes
    • ๐Ÿ“˜API Reference
    • ๐Ÿ’กExamples and Best Practices
    • ๐Ÿ›ฐ๏ธAdvanced Topics
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  • ๐Ÿงฑ What Makes Up a URT3D Asset?
  • ๐Ÿ”น Asset (Urt3d.Asset)
  • ๐Ÿ”น Actor (Urt3d.Actor)
  • ๐Ÿ”น Wrapper (Urt3d.Wrapper)
  • ๐Ÿ”น Metadata (Urt3d.Metadata)
  • ๐Ÿ”น Traits & Scripts
  • ๐Ÿง  How It All Fits Together
  • ๐Ÿ’ฌ Need Help?
  1. ๐Ÿ“‚ Developers

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.

PreviousUnity Integration GuideNextTraits System

Last updated 1 month ago

โ–ถ๏ธ Watch the Video Guide:

๐Ÿ“˜ 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:


๐Ÿงฑ What Makes Up a URT3D Asset?

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:


๐Ÿ”น 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

public abstract class Asset
{
    public Actor Actor { get; }
    public Preview Preview { get; }
    public Metadata Metadata { get; }

    public ReadOnlyCollection<Trait> Traits { get; }
    public ReadOnlyCollection<Script> Scripts { get; }

    public static Task<Asset> Construct(string pathToAsset);
}

๐Ÿ”น 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:

var actor = await Actor.Construct("path/to/model.glb");

๐Ÿ”น 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


๐Ÿ”น Metadata (Urt3d.Metadata)

Tracks identity, naming, and asset categorization.

csharpCopyEditpublic class Metadata
{
    public Guid GuidInstance { get; set; }
    public string NameInstance { get; set; }
    public Type TypeInstance { get; set; }
}

This enables asset versioning, display, and filtering logic at runtime.


๐Ÿ”น Traits & Scripts

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


๐Ÿง  How It All Fits Together

When you load a .urta file:

  1. Asset.Construct(path) loads the data

  2. An Actor is created and displayed

  3. Traits are attached and initialized

  4. MiniScripts begin executing if present

  5. 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.


๐Ÿ’ฌ Need Help?

๐Ÿ—จ๏ธ ๐Ÿ“ฉ Email:

๐Ÿ—๏ธ
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