xAll groups are optional, there are defaults set in place to account for missing Colliders, Camera groups etc.
The primary groups you’ll probably be using is Camera, Scene, and Colliders
Link to sample FBX
** indicates a naming convention and is case-sensitive - DO NOT CHANGE
EnvironmentTemplate Group position ** Locator / Null ReturnPosition ** Locator / Null ReturnLookAt ** Locator / Null up ** Nurb Curve ( Optional ) up ** Nurb Curve ( Optional ) YourGeometryTransforms Geometry / Grouped Geo InstanceTransforms ** Group YourInstanceLocation_1 Locator / Null YourInstanceLocation_2 Locator / Null YourInstanceLocation_N Locator / Null AnotherInstanceObjName Group YourInstanceLocation_1 Locator / Null YourInstanceLocation_2 Locator / Null YourInstanceLocation_N Locator / Null As long as this geometry object is named the same as your group name in InstanceTransforms, it will be instanced onto your Locators / Null / Empty Groups. The instance will use the position, rotation, and scale of your Null as the instanced object’s transforms. So please make sure this geometry is at Origin As of right now, instanced geometry doesn’t support forcible setting the material to Lambert or Flat, it will use the type of material you assign in your modeling software. ( Most likely Phong ) AnotherInstanceObjName Geometry You can have as many as you want, just make sure the name matches up with your group’s name within InstanceTransforms LambertMaterialGeo Geometry TransparentMaterialGeo Geometry Because transparent geometry breaks Z-Depth calculation, all geometry in the “Glass” group is turned off upon render to allow for proper z-depth calculations Transparency can be applied to any material, but this group is specifically for “line of sight” blocked geometry, like Glass The sky is turned off upon render, to allow for “infinite” Z-Depth calculations. So OpenGL shaders can calculate an infinite distance. This will mostly be used if artists want to create ray marching effects. AnimatedTextures ** Group AnimatedMaterialGeo Geometry ScrollingTextures ** Group ScrollingMaterialGeo Geometry EquirectangularMaterialGeo Geometry Any geometry object here will use its Diffuse/Albedo color Map as a 360 view LowGravity_1 Locator / Null LizardKing_1 Locator / Null StarField_1 Locator / Null InfinityZoom_1 Locator / Null GeometryPlaneObject Geometry GeometryPlaneObject Geometry FloorPlane Geometry / Grouped Geo ColliderGeometry Geometry / Grouped Geo ColliderGeometry Geometry / Grouped Geo ColliderGeometry Geometry / Grouped Geo ScriptedGeometry Geometry Its unlikely you’ll need this unless you are creating a custom Room in Javascript. Allowing you to create a more catered experience in your Room.
The geometry in this group is for accessing via Javascript Any geometry in this group will be added to you geoList[’yourGeoName’] so you can access it from Javascript In tandem with this, any custom assigned materials in your Room’s Javascript file will also be accessible from geoList[’yourGeoName’]