ZEPETO Build it Template Guide
Welcome, ZEPETO World Creators! 👋 ZEPETO Build it Unity Plug-in is a Unity world development plugin that provides features such as free use of 3D assets and images, a variety of objects for creating jump maps, a mannequin function for selling your own items, and advertising capabilities.
While retaining the experience of the original Build It, it allows you to use Unity easily without coding! Launch your virtual space on the ZEPETO platform, enjoyed by 400 million Gen Z users globally.
- Build it Template is a name used during pilot testing period. The official name has been changed to ZEPETO Build it Unity Plug-in, so please note!
Summary | ZEPETO Build it Unity Plug-in allows you to create maps as conveniently as Build it. |
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Difficulty | For Beginners |
Singleplay/Multiplay | Multiplay |
Resources |
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Follow the tutorial video to complete the basic setup.
- When installing Unity, ensure you include the following modules based on your operating system:
- Android Build Support
- iOS Build Support
- Mac Build Support (Mono) - Install if your PC is running Windows
- Windows Build Support (Mono) - Install if your PC is running Mac
Extract the downloaded ZEPETO Build it Unity Plug-in project, and select the extracted folder in Unity to open it.
Double-click WorldScene to open it.
Enable the Multiplayer Server at the top until it turns green, then click the arrow below to log in with your Zepeto account. Click Play to test.
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Press Play again to return to edit mode.
To add a new scene, go to Menu > File > New Scene, select "Build It," then click Create.
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Note
- The following features are available from Build it Plug-in V.1.0.0.
- Click the ZEPETO > Build It Plugin Package Manager menu.
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- Green Light means that all packages are up to date.
- Yellow Light means that you can download updates. Please click the Import button at the top right.
- Please wait as it may take some time for the pop-up window to appear.
- When the pop-up window appears, click Import at the bottom.
- Please turn off the project and turn it back on when the import is complete.
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Follow the tutorial video to place various 3D objects and create your map.
- Select an object in the Build it Asset Browser on the left, then click on the map to place it.
- Right-click or press ESC to deselect the object.
- Use the search box to find objects by keyword in English. Click the X next to the search box to reset it.
- Adjust settings in Zepeto Scene Settings, such as background color, map brightness, and lighting color. The Reset button restores default settings.
- Top Color: Skybox gradient's top color
- Center Color: Skybox gradient's center color
- Bottom Color: Skybox gradient's bottom color
- Up Vector: Skybox gradient's position
- Exp: Skybox gradient blur amount
- Ambient Color: Scene's default brightness
- Default Light Rotation: Default lighting angle in the scene
- Light Intensity: Default lighting brightness
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5. To adjust character control settings, select Manager in the Hierarchy tab on the left and adjust values in the Inspector on the right.
- Walk Speed: Walking speed of the Zepeto character (default: 2)
- Run Speed: Running speed of the Zepeto character (default: 5)
- Jump Power: Jumping power of the Zepeto character (default: 13)
- Enable Double Jump: Toggle double jump feature.
- Double Jump Power: Double jump power of the Zepeto character (default: 13)
- Fall Area Position: Height below which character resets position (default: -200)
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The ZEPETO Build it Unity Plug-in offers utility objects to create a vibrant world without coding.
Understand how to use functional objects by following the tutorial video, then apply them to your world to create a more engaging experience!
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).
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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.
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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: Set text for the NPC’s speech bubble.
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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 location on the map to change the appearance.
- 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.
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The teleport object instantly moves the user 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.
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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.
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Displays a timer UI and begins timing upon clicking the "Start" object. 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.
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The Spawn Object sets the spawn point for the Zepeto character at the start of the world.
- If there is no Spawn 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.
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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 location to create your unique design.
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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.
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Placing a Reward Chest in your World allows players to earn ZEM or Coin depending on the event.
Try hiding the Reward Chest in a secret place, or placing it at the goal of a jump map to reward your players!
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- 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.
- You can specify the Group ID of the Reward Chest.
- Only one chest of the Reward Chests with the same Group ID will be shown.
- If you place Reward Chests with different Group IDs, you will see one chest 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.
With the ZEPETO Build it Unity Plug-in, you can monetize your world! Follow the tutorial video to add monetization elements.
The advertisement feature is implemented as a teleport object for easy integration. The main functionality involves a script that performs specific actions after watching an ad. The ZEPETO Build it Unity Plug-in utilizes this teleport design, so keep that in mind.
- Destination Point : Set the destination point by moving the child object destination to the desired location.
Customizing the Appearance and Interaction Button Position of the Advertisement Teleport Object.
- Change Object Appearance: Remove the child object responsible for the appearance, then replace it with another object at the same location to alter its look.
- Adjust Interaction Icon Position: If you modify the object's appearance, adjust the position of the IconPos child object to match the new design.
- If you're familiar with Zepeto scripting, open the AdvertisementController.ts file to customize various events triggered when the ad button is clicked. This allows for more personalized interaction and monetization strategies in your world.
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Assign your custom outfit Item ID to the mannequin object, allowing users who enter your world to purchase the displayed outfit.
The mannequin only appears in Play Mode.
- Type
- Simple: Displays only the interaction icon without a mannequin. You may want to add a custom child object for appearance.
- Zepeto Model: Shows the default mannequin wearing the outfit item.
- Zepeto Template: Enter a Zepeto ID to display that character model with the outfit.
- Pose: Adjust the mannequin’s pose.
- Ids: Enter the Item ID for the outfit you've created.
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You can also allow users to gift outfits to other players in the world by setting an Item ID on the gift object.
The item owner can earn revenue through the gifting feature.
Note that the gifting function can only be tested on mobile devices.
- Item ID: Enter the ID of the item to be gifted.
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Customizing the Gift Object Appearance and Interaction Button Position.
- Change Object Appearance: Remove the child object responsible for appearance and replace it with another object at the same location to match your unique concept.
- Adjust Interaction Icon Position: If the object's appearance is changed, adjust the IconPos child object’s position to align with the new design.
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.
- Inspector Description
- 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.
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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.
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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.
- Inspector Description
- MaxValue: Countdown start time in seconds
- MinValue: Countdown end time in seconds
- Interval: Countdown interval in seconds
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An object that disappears when stepped on or touched. Try using it as an obstacle in jump maps.
- Inspector Description
- 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.
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This theme provides useful objects for creating jump maps.
Create your own fun jump map using ZEPETO Jump Master World's official asset and various Trap objects!
CheckpointPlatform is activated when ZEPETO character steps on it.
When ZEPETO character falls to a low altitude (y value below -20) or collides with Trap objects, it respawns at the most recently activated CheckpointPlatform's location.
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- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
TrapObj 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 (0, 0, 0).
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- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
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 (0, 0, 0).
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- 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 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
TrapPendulum is an object that moves like a pendulum.
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- 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 (0, 0, 0).
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
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 (0, 0, 0).
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- Rotation Speed: You can adjust TrapRotatingHorizontal's rotation speed.
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
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 (0, 0, 0).
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- Rotation Speed: You can adjust TrapRotatingVertical's rotation speed.
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
BlinkingPlatform is an object that repeatedly appears and disappears for a certain period of time.
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- Visible Time: You can adjust the time BlinkingPlatform appears (in seconds).
- Invisible Time: You can adjust the time BlinkingPlatform disappears (in seconds).
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
FallingPlatform is an object that descends after a certain period of time following its collision with ZEPETO character.
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- Duration: You can adjust the time FallingPlatform remains without descending after colliding with ZEPETO character (in seconds).
- Falling Speed: You can adjust the FallingPlatform's falling speed.
- Falling Distance: You can adjust the FallingPlatform's falling distance.
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
RotatingPlatform is a rotating platform that ZEPETO character can climb onto.
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- x Speed: You can adjust RotatingPlatform's rotation speed in the x direction.
- y Speed: You can adjust RotatingPlatform's rotation speed in the y direction.
- z Speed: You can adjust RotatingPlatform's rotation speed in the z direction.
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
Rotator is an object that simply rotates. It cannot hold ZEPETO characters.
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- x Speed: You can adjust Rotator's rotation speed in the x direction.
- y Speed: You can adjust Rotator's rotation speed in the y direction.
- z Speed: You can adjust Rotator's rotation speed in the z direction.
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
The Conveyor object allows the character to move as if it were standing on a conveyor belt.
When the character is on Conveyor, it moves forward at the set speed.
When the character moves in the direction of the arrow, the walking or running speed is increased.
Moving in the opposite direction of the arrow slows down the walking or running speed.
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- Conveyor Speed: You can change the speed at which the conveyor moves.
- Change Object Appearance: Remove the child object 'Model' responsible for the appearance and replace it with another object on the map at the same position in the Hierarchy to update its look.
- When changing the object appearance, please adjust the collider's size and location in the Inspector window to match the new appearance.
Q. I can’t see the package I downloaded from the Unity Asset Store. A. After downloading the asset, restart Unity and check Windows > Package Manager > Package: My Assets window.
Q. The package doesn’t build. A. Make sure all required Unity 2022 modules are installed. Refer to the guide on upgrading to Unity 2022. How to Upgrade to Unity 2022
Q. I can’t log in to Unity. A. Check if your ZEPETO account is a temporary account. You need to sign up for a ZEPETO account to create a world.
Q. Do I need to manually find and set the coordinates for the Moving Platform? A. Yes. Move the object to the desired location, check the coordinates, and then update the Tween Position values accordingly.
Q. I clicked the Publish button, but I can’t find the generated .zepetopackage file. A. The .zepetopackage file is created in Project Folder > Build > ZEPETO.Script folder.
Q. Do I need a new ZEPETO Build it Unity Plug-in to create a new world? A. Yes. Use the latest ZEPETO Build it Unity Plug-in ZIP file to create a new project folder.
Q. Are there size limitations when creating a world with the ZEPETO Build it Unity Plug-in? A. The .zepetopackage file size must not exceed 1GB. For optimization, ensure the Allocated Memory shown in the Runtime Profiler does not exceed 550MB. Runtime Profiler
Q. I can’t see the ZEPETO character in Play Mode. A. Check if the Start Multiplay Server button at the top is lit green.
Q. I can’t select an object in the Scene or a different object is selected. A. Overlapping objects in the Scene may cause selection issues. Try selecting the desired object from the Hierarchy tab.
Q. How can I switch the game screen to portrait mode? A. Worlds created with the ZEPETO Build it Unity Plug-in are optimized for landscape mode. Support for portrait mode will be available soon. Please stay tuned!
Q. The QR code generated in Unity doesn’t work for testing. A. QR code testing in the Unity editor is highly affected by the user’s network environment. For a smoother mobile test, upload the .zepetopackage file to ZEPETO Studio and use the QR code generated there.
Q. My added Scene doesn’t appear, and a different screen is shown instead. A. This occurs if the desired Scene is not registered in Build Settings. Releasing your World
- Play your world periodically in Play Mode during development. This helps check for appropriate scale and unexpected errors.
- Assets in the Build It Asset Browser can have their materials replaced. Some assets even allow partial material replacement.
- Example: For cafe_furniture_worktable1 and cafe_furniture_worktable2, you can change the material of the tabletop only.
- After creating a new world, go to Edit > Project Settings > Zepeto Service and ensure the world is linked with the one created in ZEPETO Studio. Failure to do so may cause errors during publishing.
- Do not modify the default scripts included in the ZEPETO Build it Unity Plug-in. Unexpected errors may occur. For other issues, please report them on Discord.
- The intellectual property rights, including copyright, for ZEPETO Build it Unity Plug-in are owned by “NAVER Z” and its affiliates. For more information, please refer to the following link. [ZEPETO World SDK License and terms]
- ZEPETO Build it Unity Plug-in is provided for free use exclusively within ZEPETO World. Any usage of this Plug-in outside of the ZEPETO World platform is strictly prohibited.
- When submitting a world for review through ZEPETO Build it Unity Plug-in, the review may be rejected if it is similar to a previously released world. Therefore, it is recommended to change resources such as backgrounds and objects within the scene.
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