3D Metasites Build Guidelines - 80lv/3D-Metasites-Starter-Project GitHub Wiki

You would need to prepare the game build for upload, adhering to the following guidelines. In addition, the upload process is automated so ensure the folders are structured as described.

Starter Project

It is highly recommended to use the starter project provided to ensure maximum compatibility with our servers and user experience consistency. It comes bundled with two types of players, a basic HUD, control scheme and basic interaction, so you can focus on your scene.

Note

In case you already have a completed project, it is still possible to include content from this project if you so wish. Check out the relevant section in the wiki.

Materials

We'll need 3 materials for a successful upload:

  1. Your Unreal project
  2. Your info and media files for your landing page
  3. Your build

Create a new folder for your submission and get ready to fill it with these materials as described below.

Your Unreal project

Warning

Should be created in latest version of Unreal Engine only. More guidelines here.

We ensure your core vision isn't impacted and make small enhancements to set up compatibilty with our services and ecosystem.

In Edit > Plugins, ensure you’ve disabled any plugins your project doesn’t use. This will help make your project and build lighter. Look out for:

  1. Android/VR/iOS related plugins
  2. Networking related plugins (“network”, “online”, “TCP”, “UDP”)
  3. Programming related integrations (“Visual Studio”, “CLion”, “Python”, “integration”)
  4. Analytics related plugins
  5. Go through the categories in the left sidebar.

Important

If you disable any plugins, restart your project and create a build to ensure everything still works well. To know how to create a build, go here. If something is broken, re-enable some of the plugin(s) you disabled and try again.



Important

If you're using any marketplace plugins, then you'll need to copy those over to include in your project:

  1. By default, they get stored under the Plugins folder in your engine's installation folder. For example, <path_to>\UE_5.3\Engine\Plugins.
  2. Find the folders for your plugins and copy them.
  3. Paste them into the Plugins folder in your project. (You may need to create this folder.)

Once you’ve tested the build and are happy with it, create a new folder called Project and copy into it only the following:

  1. Config folder from your project
  2. Content folder from your project
  3. The .uproject file for your project
  4. If you're using any marketplace plugins, then the Plugins folder from your project you created earlier.


Move Project folder into your submission folder.

Artist info and Media files

Warning

All images here should be png or jpg, or they will get ignored by the upload process.

  1. In a file named Details.txt, the title and description (max 200 characters) of the project, the artist’s name and website.
  2. Artist logo image - 100x100 png or jpg
  3. 4-6 screenshots - 1920x1080 (16:9, png or jpg). Put them in a folder named Screenshots.
  4. Page background image - 3840x2160 (16:9, png or jpg)
  5. (Optional) Video - 16:9 webm. Put it in a folder named Videos.

All these files and folders should be inside a folder named Media. Example:


Move Media folder into your submission folder.

Build

We use the build to ensure your core experience is retained. We need an .exe build for 64-bit Windows, supporting full screen mode and less than 100 GB in size. Ensure it’s a “Shipping” build (and not “Development” etc.)

  1. How to create an .exe file: https://www.youtube.com/watch?v=BLXhZTK4HkY&ab_channel=UnrealEngine5Tutorials
  2. More settings: https://docs.unrealengine.com/5.1/en-US/packaging-unreal-engine-projects/
  3. Windows SDK errors (if any): https://www.youtube.com/watch?v=EoIdyhjW9e0&ab_channel=UnrealEngine5Tutorials

Please note that by default, the build .exe will be contained in a folder named Windows. Example:



Warning

Rename this folder from Windows to 80lv_<your_game_name>. This is required for our systems to process your game correctly. For example, if your game name is "Silent Town", rename the Windows folder as "80lv_SilentTown".

Final Folder

At the end, the final shareable zip should contain 3 folders:

  1. Project folder
  2. Media folder
  3. Build folder

Zip this entire folder and prepare a download link.

Upload Process

Phew! Now you are ready to upload!

  1. Make sure the build .exe works on your machine
  2. Head over to this form.
  3. Fill it out.
  4. Sit back and relax, we’ll get back to you!

Legal Agreement

Once we receive your submission, you will receive a legal agreement from us. You need to sign it and send it to us so we can begin uploading your work to the cloud.

Optimization Tips

It is important to keep the executable size as small as possible to crank out the maximum performance from the cloud. Bonus, it helps you quickly iterate builds and iron out issues.

  1. Here are some useful recommendations from Unreal staff itself: https://dev.epicgames.com/community/learning/courses/eER/unreal-engine-technical-guide-to-linear-content-creation-production/4G4r/unreal-engine-optimizations
  2. The “Size Map” and “Reference Viewer” utilities can help you quickly reach and identify large assets and modify them, or remove them entirely if not being used.
    1. Size Map: https://dev.epicgames.com/community/learning/courses/zRn/working-with-assets-in-unreal-engine/r4y7/unreal-engine-size-map
    2. Reference Viewer: https://dev.epicgames.com/community/learning/courses/zRn/working-with-assets-in-unreal-engine/b8Ln/unreal-engine-reference-viewer

Note

Packaging your game does already remove assets not being used in your level. However, these tools are still a good way to get an early warning of large and potentially useless assets.

  1. Another way to reduce the build size is to “migrate” your final levels to a blank project. This way, assets used only by old, unused levels get stripped out. https://forums.unrealengine.com/t/how-to-include-only-used-assets-in-your-package/278247
  2. (ADVANCED ONLY) Unreal boasts of a huge array of tools to help us monitor (profile) the performance of our project. The full list can be found here: https://docs.unrealengine.com/4.27/en-US/TestingAndOptimization/PerformanceAndProfiling/

Thank you from the team at 80 Level. You can reach out to [email protected] if you have questions.

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