Finalization Tools
Last updated
Last updated
Among the management tools, those that we will call "finalization" tools are crucial for defining the experience within your space and its fruition from the outside.
At the top, next to the editing panel, a drop-down menu will give you access to some of the functions described below:
The buttons are self-explanatory, of course, but let's go through them:
Although it may seem that saving our work on the builder is only associated with this button, this is not the case. In fact, as you build your environment, every single move you make is automatically saved, so if you left the Builder without clicking Save Scene and came back later, you would find the work exactly as you left it. However, you may not want to show the intermediate stages of processing when the environment is incomplete, especially if the work you are doing is particularly complex and may extend over time. So what is this button for, if the work is automatically saved? It is used to confirm that the work in progress is finished or has otherwise reached a level that you want to present to our audience. The status is then stored in the server cache and made available to the end user.
As a matter of good practice, it is not necessary to save the scene every time you make a small change, unless you need to make the change available immediately.
Best practices:
do not save the scene every time you make a small change, except for changes that need to be made available quickly.
once you have clicked the "Save Scene" button and waited for the save time (which varies depending on the complexity of the scene), click the "Jump to your virtual world" button to verify that the changes are displayed correctly and to speed up future uploads.
Publish allows you to publish the saved scene. However, we must distinguish between two different cases of publishing, depending on the type of scene you are managing, considering the possibility of operating as a user of Coderblock Studio for SaaS and as a Landowner.
Operating in SaaS, the Publish button will bring the scene within Coderblock Hub, with visibility and searchable.
As a landowner, however, the scene will not be listed at the moment, but will be visible in the Open World. It is important to remember that you can build as many scenes as you like on the lands you own, but only the published one will actually be visible. This feature allows you to build many different scenes, or make small temporary changes to a duplicate scene, and choose from time to time which variant to publish.
The Quests button opens, in the footer, the tool for creating experiences in our environment, the "quests", and it is considered a finalization tool, since it is usually used at the end of the environment processing, when the setup is almost finished and you can devote yourselves to custom content (graphics and dialog). A separate section will cover how to create and activate quests.
Best practice: for proper design, quest creation should precede dialogues writing.
When your scene is ready, or sufficiently set up to be tested, the "Jump to your virtual world" button will take you to the environment you have just created. A new tab will open in your current browser. The URL displayed has a fixed structure (game.coderblock.com/#id= followed by an identification code), will be unique and will never change despite any changes you make over time. You can then share it with your end users to allow them to visit your space and access the experience you have created.
Best practice: the URL consists of three parts: the root game.coderblock.com/#id=, an alphanumeric code, and spatial parameters traceable to our positional coordinates. The last part is preceded by an & and only appears when we start moving through space with our avatar, and changes dynamically. Therefore, when sharing an access link with your users, it would be good to provide the URL that you see once you enter the environment, or if you are already moving, remember to capture only the part that precedes the &.