3. Design Your World with Build it Unity Plug-in
Follow the video below to add various features to your world—no coding needed!
Subtitles are available in multiple languages, so make sure to turn them on!
Create NPCs by entering a Zepeto ID.
NPCs only appear when Play mode is activated.
- Zepeto ID: Enter the account ID for the NPC.
- Has Speech Bubble: Shows a speech bubble when near the NPC.
- Speech Bubble Text: Enter the speech bubble text for the NPC character.
- You can register multiple speech bubble texts.
- Press the + button to add a new text, or the – button to delete an existing one.
- Randomize Dialogue: You can randomize the order in which the NPC’s speech bubble texts appear.
- If this field is unchecked, the texts will appear in order starting from Element 0.

Clicking an interactive object triggers specific character gestures.
- Interaction_bed: Plays a lying-down gesture.
- Interaction_chair: Plays a sitting gesture.
- Interaction_dance: Plays a dance gesture.
You can modify the interactive object to apply various forms:
- Change Animation Clip: Replace the animation file applied to the InteractionPoint child object's animation clip to make different gestures during interactions.
- Is Snap Bone: The character’s position is fixed based on a specific bone. For example, if the bone is set to Foot, the character’s foot remains at the InteractionPoint position while the animation plays. Disabling this allows the character to move apart from the object.
- Body Bone: When Is Snap Bone is enabled, set the bone to which the character will be anchored.
- Change Object Appearance: Remove the child object responsible for the appearance and replace it with another object at the same position on the map to update its look.
- Change Interaction Icon Position: If you change the appearance of the object, adjust the position of the IconPos child object accordingly to align with the new design.

The SpawnPoint object sets the spawn point for the Zepeto character at the start of the world.
- If there is no SpawnPoint object in the scene, the ZEPETO character will spawn at the coordinates x=0, y=0, z=0.
- If multiple Spawn Objects are present, the ZEPETO character will randomly select one of them as its spawn location.

An SFX object plays a specific sound when clicked. Place it in the scene and configure settings in the inspector.
- AudioClip: Assign an audio clip in the inspector (supports .mp3 or .wav formats).
- IconPos: Adjust the icon position for user interaction.

Timer object displays a timer UI and begins timing upon clicking the "Start" object. It displays a success message after clicking the "Finish" object.
You can customize the appearance and interaction button position of the timer object to match your unique design concept.
- Change Object Appearance: Remove the child object responsible for the appearance and replace it with another object at the same position on the map to update its look.
- Adjust Interaction Icon Position: If you change the object's appearance, update the position of the IconPos child object to align correctly with the new design.

Roulette object generates a random number and displays it in the Zepeto chat window upon clicking.
- Number Range: Set the minimum and maximum values in the Inspector.
You can customize the appearance and interaction button position of the roulette object to match your unique design concept.
- Change Object Appearance: Remove the child object responsible for the appearance and replace it with another object at the same position on the map to update its look.
- Adjust Interaction Icon Position: If you change the object's appearance, update the position of the IconPos child object to align correctly with the new design.

Teleport object instantly moves the character to a set destination upon clicking.
- Destination Point: Set the destination by moving the child destination object.
You can customize the appearance and interaction button position of the teleport object to match your unique design concept.
- Change Object Appearance: Remove the child object responsible for the appearance and replace it with another object at the same position on the map to update its look.
- Adjust Interaction Icon Position: If you change the object's appearance, update the position of the IconPos child object to align correctly with the new design.

This is a moving platform often used in jumping maps, with multiplayer synchronization enabled. The character can board the platform, and you can easily configure its movement path and speed.
Automatic multiplayer synchronization ensures that all players in the room see the platform moving in the same way.
You can configure its properties in the child object, MovingPlatformManager.
- Sync Type : Synchronization setting property.
- Sync : Enables multiplayer synchronization.
- NoneSync : Disables synchronization.
- Tween Type : Defines how DOTween handles back-and-forth movement.
- Circulation : Moves in a circular loop (e.g., 1 -> 2 -> 3 -> 4 -> 1 -> 2 -> 3 -> 4).
- Linear : Moves back and forth in a linear path (e.g., 1 -> 2 -> 3 -> 4 -> 3 -> 2 -> 1).
- TeleportFirstPoint : When it reaches the end, it instantly teleports back to the start and repeats (e.g., 1 -> 2 -> 3 -> 4 -> 1 (teleport)).
- Loop Type : Defines the repetition behavior.
- Repeat : Loops continuously.
- JustOneWay : Runs only once in one direction.
- JustOneRoundTrip : Runs a single round trip.
- Sync Extrapolation : Calculates position to account for server latency.
- default : true
- Tween Position
- Input the localPosition coordinates where the platform should move. The platform follows the sequence of coordinates based on the Tween Type.
- At least two points are required for start and end positions.
- Move Speed : Sets the movement speed of the object.
Customizing the MovingPlatform Object Appearance
- Change Object Appearance: Remove the child object responsible for the appearance and replace it with another object at the same position on the map to update its look.

Place a BGM object in the scene to play background music (BGM). Only one BGM object should be in each scene.
- AudioClip: Assign an audio clip in the inspector (supports .mp3 or .wav formats).

Users can press the BGM icon on the left to turn on or off the background music.

This popup window displays when users enter the world. When users click the button inside the popup, it automatically closes.
Use the popup window to introduce your world or promote your unique events!
Important Notes
- The popup window is not placed on the ground; it appears within the UI screen area and can be viewed in the Game view.
Select the popup in the Hierarchy and adjust its properties in the Inspector. You can view these changes in Play Mode.
- Background Image: Drag a 2D sprite image here to change the background.
- Message: Edit the message text.
- Message Color: Adjust the color of the message text.
- Message Shadow: Toggle the shadow effect for the message text on or off.
- Button Title: Change the text on the button.

Placing a Reward Chest in your World allows players to earn ZEM or Coin depending on the event.
When a user enters a world that has a Reward Chest, a pop-up will appear showing the number of Reward Chests in that world.

Try hiding the Reward Chest in a secret place, or placing it at the goal of a jump map to reward your players!

- Operation logic
- World creators place the Reward Chest in their world.
- Please don't place it in a place where you can find it too easily.
- If the Reward Chest is placed too easily, it may not pass the review or the World may go down without notice.
- World creators can also earn rewards from their own worlds.

- Timeout
- If you want to increase user retention time in the world through a Reward Chest, try adding a short countdown before the reward is given.
- Enter the countdown duration (in seconds) in the Timeout field. The default value is 60 seconds.
- If you enter 0, the reward will be given immediately without a countdown.
- Activated Icon Color
- Before the countdown begins, the interaction icon is displayed in white. Once the countdown is complete, the icon changes to the color set in Activated Icon Color.
- Group Id
- Only one chest will be shown among those with the same Group Id.
- If different Group Ids are assigned, one chest will appear from each group.
Caution
- The ZEM/Coin acquisition event will be held by ZEPETO and cannot be set up by World creators.
- There is a limit to the rewards that can be earned from the event per person, and if the limit is reached, no more rewards can be earned.
- Reward Chest is not visible and rewards cannot be earned if it is not an event period.
Follow the video below and add various objects to your jump map!
Subtitles are available in multiple languages, so make sure to turn them on!
BombTrap is a trap object that explodes when a character touches it.
If the character is within the explosion range at the moment of explosion, they will be moved to the latest Checkpoint or SpawnPoint.
- Fuse Duration: Time from ignition to explosion (seconds)
- Explosion Range: Radius of explosion
- Show Timer: If this field is checked, the remaining time before the explosion is displayed above the object.

BuffPanel modifies a character's walking speed, running speed, and jump power while standing on it.
Place it throughout the map to enhance or restrict movement in specific zones, enabling a variety of gameplay designs.
- Walk Speed: Walking speed while on the object
- Run Speed: Running speed while on the object
- Jump Power: Jump power while on the object
✏️ Tip
- Use positive values like 10 or 20 to increase speed, or negative values like -3 to reduce it.
- Try adjusting speeds by zone to create mission or puzzle challenges.

ScaleTrap is a platform that periodically shrinks and enlarges.
Use it in jump maps or timing-based courses to add difficulty and variety.
- Timeout: Time the object stays fully enlarged (seconds)
- Speed: Speed at which the object shrinks and grows

SpringPlatform is a platform that automatically launches the character upward at set intervals, even without input.
- Jump Power: Upward launch force
- Delay Jump Timer: Time interval between jumps (seconds)

BlinkingPlatform repeatedly appears and disappears.
- Visible Time: How long the platform stays visible (seconds)
- Invisible Time: How long the platform disappears (seconds)
- Change Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

Conveyor makes the character move automatically forward like on a conveyor belt.
Moving in the direction of the arrow increases walk/run speed.
Moving against the arrow decreases speed.
- Conveyor Speed: Adjusts the movement speed of the conveyor
- Change Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

(1) Character Rotates with Platform
RotatingPlatform is a rotating platform that the character can stand on.
- x Speed: Rotation speed along x-axis
- y Speed: Rotation speed along y-axis
- z Speed: Rotation speed along z-axis
- Change Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

(2) Platform Rotates Only
Rotator is a purely rotating object. It doesn't carry the character, making it decorative.
- x Speed: Rotation speed along x-axis
- y Speed: Rotation speed along y-axis
- z Speed: Rotation speed along z-axis
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

FallingPlatform drops after a character touches it and a delay passes.
- Duration: Time it remains in place after touch (seconds)
- Falling Speed: How fast it falls
- Falling Distance: How far it falls
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

(1) Basic trap
TrapObj teleports the character when touched. If there’s an active checkpoint, the character moves there. Otherwise, it defaults to the SpawnPoint location.
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

(2) Moving trap
TrapMovingCube repeatedly moves from startPoint to endPoint. It teleports ZEPETO character when the character collides with it.
When an activated CheckpointPlatform exists, the character is teleported to the most recent checkpoint. Otherwise, the character is teleported to the SpawnPoint.
- startPoint: You can adjust TrapMovingCube's start position by selecting the startPoint object in the Hierarchy tab and relocating it.
- endPoint: You can adjust TrapMovingCube's end position by selecting the endPoint object in the Hierarchy tab and relocating it.
- Speed: You can adjust TrapMovingCube's moving speed in the Inspector window.
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

(3) Swinging pendulum trap
TrapPendulum is an object that moves like a pendulum.
- Amplitude: You can adjust TrapPendulum's amplitude.
- Speed: You can adjust TrapPendulum's moving speed.
- Enable Kill: When this field is checked and ZEPETO character collides with TrapPendulum's lower sphere, you can teleport the character. When an activated CheckpointPlatform exists, the character is teleported to the most recent checkpoint. Otherwise, the character is teleported to the SpawnPoint.
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

(4) Horizontal rotating trap
TrapRotatingHorizontal is a horizontally rotating object. ZEPETO character is teleported when the character collides with the white bar.
When an activated CheckpointPlatform exists, the character is teleported to the most recent checkpoint. Otherwise, the character is teleported to the SpawnPoint.
- Rotation Speed: You can adjust TrapRotatingHorizontal's rotation speed.
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

(5) Vertical rotating trap
TrapRotatingVertical is a vertically rotating object. ZEPETO character is teleported when the character collides with the white bar.
When an activated CheckpointPlatform exists, the character is teleported to the most recent checkpoint. Otherwise, the character is teleported to the SpawnPoint.
- Rotation Speed: You can adjust TrapRotatingVertical's rotation speed.
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

CheckpointPlatform is a platform that is set as a checkpoint when touched.
Please place it in between stages when making a jump map.
- Index: Determines the sequence of operation of the CheckpointPlatform.
- The default Index value is 0. Be sure to enter a value greater than 0. If you enter a negative number, it will not work properly.
- Among the CheckpointPlatforms visited, the character respawns at the CheckpointPlatform location where the Index value is the largest.
- Index can be used to ensure that when a player clears a higher level and later visits a lower level, the checkpoint does not revert to the lower level’s checkpoint.
- CheckpointPlatform is activated when the character visits the checkpoint for the first time. If the Index values are the same, the character will respawn at the most recently activated CheckpointPlatform location.
- Example) If the character visits CheckpointPlatforms in the order 1 → 2 → 3 → 2, the character will respawn at the most recently activated checkpoint, which is 3, instead of the most recently visited checkpoint, 2.
- Change Object Appearance: Remove the child object named Model and replace it with another object in the same position. If you change the appearance, update the size and position of the Collider in the Inspector.

An object that can be placed in the world to play a simple mini game.
- Basic Operation
- The object automatically operates when you press play with the object placed.
- If you move while Yonghee character is looking at you, laser comes out and you will fall down. There is just a falling motion.
- The time for Yonghee character to look back can be set in the inspector.
- Paused: Turns on/off Yonghee's actions. If you want to use it as an object without functions, set this to paused on.
- Min Counting Time: The minimum time Yonghee is looking back.
- Max Counting Time: The maximum time Yonghee is looking back.

An object that counts the number of people standing in the O and X areas, respectively.
It can be used immediatebly after being placed on the floor without any changes in settings.
- The Collider areas on the O, X floors are the areas that recognize the count. You can modify these areas by adjusting their sizes.

A display object that allows you to use countdown.
The default countdown time is set to five minutes.
This value can be changed in the inspector.
- MaxValue: Countdown start time in seconds
- MinValue: Countdown end time in seconds
- Interval: Countdown interval in seconds

An object that disappears when stepped on or touched. Try using it as an obstacle in jump maps.
- Is Breakable: Turns on/off the property that breaks when touched. The following properties work only when Is Breakable is on.
- Auto Reset Delay: After being touched, the object is automatically regenerated after the time set in Auto Reset Delay.
- Has Auto Reset: Turn Has Auto Reset off if you don't want the object to disappear.
