Items and Assets
Items are the building blocks of a Portals game. Some are visual, such as images, video, lights, text, and imported models. Others define player behavior, such as portals, spawn points, trigger cubes, and leaderboards.
Start with a purpose
Before placing an item, ask what it does for the player:
- Guide a player with text, light, a landmark, or a visible route.
- Set the scene with models, image, video, and atmosphere.
- Move a player with a portal or spawn point.
- Invite action with a trigger cube, collectible, or clickable object.
- Show progress with a leaderboard or world text.
If an item does not help the player understand, enjoy, or complete the game, leave it out until the core experience works.
Common building items
| Item | A good first use |
|---|---|
| Build Block | Fast walls, floors, platforms, and simple props. |
| Custom GLB | A prepared 3D model that makes the world feel specific to your game. |
| Image / Video | A sign, art piece, instruction, or ambient visual. |
| World Text | A short in-world instruction or label. |
| Light Source / Spotlight | Draw attention to a route, object, or goal. |
| Spawn Point | Decide where a player appears. |
| Portal | Send players to another destination. |
| Trigger Cube | Define an area that Interactive Studio can react to. |
The detailed reference is available under Building Tools. For a placed resizable shape or standard imported model, continue to Item Settings for material, collision, and physics controls.
Use a prepared asset well
- Make sure the asset serves a clear purpose in the player path.
- Add it to your creator library or choose it from the items available to your game.
- Place it at player scale, then test how it looks and feels while moving through the scene.
- Give it a clear title if you will use it in more than one game.
- Use only assets you are allowed to use and publish.
Keep a scene manageable
Build a small representative area before filling a whole world. Reuse a limited set of well-tested props, lights, and materials. Test on the kinds of devices your players use before treating a dense scene as finished.
See Assets & AI for creator-library and web AI Lab guidance.
