ADVANCED - Uploading your own outfits
Harness the power of Sinespace's SDK and the Unity game engine to create and upload your own custom clothing items to Breakroom.
If you have access to Unity developer resources, you can install the Sinespace SDK in order to create and upload custom clothing items and avatar components. You can restrict use of these items to your world (hereafter referred to as a grid), or list them for sale in the Breakroom Shop and make them available for users in other worlds. You can also add your branded items to new outfits, or even create special items designed to serve as user rewards or incentives.
Custom items can be uploaded as individual pieces that integrate with our existing human clothing collections, or you can create entirely new and unique costume avatars. The choice is yours.
In order to upload custom regions and items, your Breakroom subscription must include a Developer seat. To upgrade your subscription plan, please reach out to our Sales Team.
In order to follow the steps outlined below, you must already have Unity and the Sinespace SDK installed. See here for instructions.

Importing your clothing item and textures

To get started, locate the clothing template and textures you want to use. You can import clothing made in Blender or another 3D application if you like, and you are also welcome to utilize our library of clothing templates by visiting this page. These templates were designed specifically for our platform, and are completely free to use.
Item templates can be formatted as FBX or OBJ files. Textures can be formatted as PSD, TIFF, JPG, TGA, PNG, GIF, BMP, IFF, or PICT file types.
Once you have your clothing template and textures selected, you can import all of your files either by dragging them into the project asset window in Unity, or by accessing the "Assets" drop-down menu and selecting Import Asset.

Setting up your clothing item

Constructing your clothing item

Once you've imported your clothing template into Unity, you can drag it into the Hierarchy.
An example item, added to the Hierarchy and currently highlighted.
Drag your texture onto the clothing, and add your normal, height, and occlusion maps as required.
The same highlighted item, with textures applied.

Adding the Clothing Item Setting component

Next, make sure the clothing model is selected in the Hierarchy and click the Add Component button. Search for "clothing," and add the Clothing Item Setting component to the model.
The same highlighted item, with the Clothing Item Setting component added.

Setting the skeleton and selecting clothing type

In the Clothing Items Setting, we will now set our skeleton. The item should be set to the same skeleton for which it was rigged in the original 3D software. You have the choice of unisex, base male and base female skeletons.
The Clothing Items Setting, with the "Base Female" skeleton selected.
Expand the Clothing tab by clicking the arrow to the left, and select the clothing type. As we are uploading clothing, we will select Rigged Clothing.
The Clothing tab expanded, and "Rigged Clothing" selected as the clothing type.

Selecting layers and slots

Expand the Fittings & Slots tab by clicking the arrow located to the left of the text. You will be asked to choose which layer the clothing item will occupy. You can visualize virtual clothing layers just as you would physical clothing layers -- for example, layering a t-shirt under a pullover, with the t-shirt tucked under the pullover.
Underwear is the default setting, and the layer that sits closest to the avatar skin. Each layer. working downwards through the menu, will be laid on top of the previous layer.
In this tab, you will also select the slot your clothing will occupy on the avatar. The slot and the layer work in conjunction with each other in the avatar wardrobe. You can only wear one item per layer/slot -- trying to wear two items in the same layer/slot will remove the first item that was worn. Selecting one or more slots will add a wire frame avatar to the scene view. This can be used to ensure that your clothing is positioned correctly on the avatar.
Care should be taken to only check the slots that are required. For example, a t-shirt would occupy the upper chest and back, leaving other slots open for use.
The item positioned on a wireframe avatar. A layer and slots have been selected.

Editing materials and patterns

Next, we will take a look at the Materials & Patterns tab located under the Clothing Item Settings. You can expand this tab by clicking the arrow located to the left of the tab name.
If you are using only one material for your clothing item, you will need to check the box beside the Keep Materials Always option. Failing to enable this option will cause the material to be removed upon processing.
The Materials & Patterns tab expanded, and "Keep Materials Always" option enabled.

Auto-rigging and weighting clothing

Finally, you will need to auto-rig and weight your clothing in preparation for upload. This can be achieved by expanding the Automatic Skin Weighting tab, and then clicking the Convert to Skinned button.
The expanded Automatic Skin Weighting tab, with the Covert to Skinned Button highlighted.
When rigging is complete, you'll notice that the Automatic Skin Weighting tab will update to detail bone counts and bind counts, and offer the ability to re-rig if necessary.
The expanded Automatic Skin Weighting tab, updated with rigging information.
You will also see that the Prepare button has changed to a bright blue color. This tells us that the clothing item is now ready for finalization. Click the Finalize button to complete the clothing setup.
It is normal for the clothing preparation to take a few minutes, depending on the complexity of the clothing item.
The location of the "Finalize" button.

Adding the VirtualGood component

In order to upload the finished clothing item to your grid, you will need to add the VirtualGood component. Select your clothing item in the Hierarchy, and then click the Add Component button in the Inspector window. Search for "virtual good," and add the VirtualGood component.
A finished clothing item, with the VirtualGood component added.
In the VirtualGood component, under the Basic tab, we will select the clothing type and the clothing category. The clothing category you select will influence where your item appears in your users' inventories and/or where your item is displayed within the Breakroom Shop. For example, selecting the Clothes/Tops/Shirts category for the vest pictured above will file the item under the Tops tab of the Outfit window, and also under the Tops tab of the Shop should you decide to list your item for sale.
There are additional details under the Basic tab that you will need to provide:
  • Name: The item's name.
  • Description: A brief description of the item. This will be used to describe your item in the Shop, so it's an excellent place to describe your item's features.
  • Brand: Your clothing brand name.
An example of naming, describing, and branding a clothing item.

Restricting or selling an item

If you do not want to sell your item, be sure to check the box beside the Not for Sale option.
An example item Pricing tab.
Under the Pricing tab, you can list a price in either Silver or Gold if you want to sell your item in the Shop. There are also several other options that you can enable or disable as the seller.
Sales Result
Derivation Allowed
Enabling this option permits purchasers to edit your original product and list their edited version for sale in the Shop. (For example, a user may change the upholstery texture on a chair you created and then sell their derivative version.)
Allow Use In Promotions
As explained in the image text above, this option encompasses two different types of promotions. For items that sell for Silver, Sinespace may include your goods on starter avatars or in special giveaways. For items that sell for Gold, Sinespace may include your items in platform operated sales events.
Max Discount in Sales
If you opt into promotions for your Gold-listed items, you can set a maximum discount for platform operated sales. (For example, you may indicate that your products should never be sold for more than 20% off.)
Max Owned
As explained in the image text above, setting this number higher than zero will limit the maximum copies a user can own at any one time to the number specified. This option cannot be enabled if your item is on sale for Gold.

Editing images and icons

The Icon tab allows you to associate images with your item, such as a store image, inventory image, or brand logo. Click on the Select buttons to pick the images you would like to use.
The Icons tab.
You can use the Take Screenshots button located under the Icon tab to auto-generate images for your item based on the model. You will need to have finished prefabbing your item before this function will work. See the section that follows about prefabbing and uploading your clothing item.

Editing author information

The Author tab allows you to add relevant author information, such as the developer name and copyright.
The Author tab.

Editing upload information

When uploading a clothing item intended for your grid alone, you will be required to enter your grid ID into the Grid ID field located under the Upload tab. You can obtain your grid ID from within your Dashboard by clicking the Advanced button at the top of the page. In the Curator window that appears, your grid reference will be displayed next to the name of your world.
An example of what you might see in Curator.
Now that you have your grid ID, it can be entered under the Upload tab as shown.
The Upload tab, with the grid number entered into the appropriate field.

Prefabbing and uploading your clothing

To complete setup on your clothing item, you will need to prefab it by dragging the model from the Hierarchy to the project asset window. Once the item is prefabbed, you can right click on the clothing item in the project window and select Upload to Sinespace to upload your item.
You will need to drag your completed model to the project asset folder to prefab it.
Once uploaded, your clothing item will be available for testing on the Preview Server. When you have tested the item and are happy with how it performs, you can push it to the Live Server for your guests.
Last modified 6mo ago