Gravity Realms

Create · Developer guide

Items & Models

Create original props, furniture and world objects.

Documentation reviewed September 25, 2026 · Public submissions closed

Create an attractive model, check it, and add it to your inventory when you are ready. Personal inventory uses automatic technical checks. Marketplace review is a separate action.

From Idea to Your World

  1. Open Nova Model Editor and create a private draft. Build with shapes, reopen a supported saved model, or ask Nova for help.
  2. Inspect the model from several angles. Choose its intended category in Inventory Readiness and check its dimensions, materials and animation.
  3. Choose Check Model. The report identifies measured dimensions, triangle count, parts, material combinations and any issues to fix.
  4. Choose Add to Inventory. The server checks the current saved version again. A failed check keeps your draft; it does not add an item or place anything in a world.
  5. Open My Inventory, enter a world where you have building permission, and use its inventory placement controls. Pick up the item to move that owned copy elsewhere.
  6. To offer an eligible original design for sale, use the marketplace creator review workflow. Adding to inventory does not submit, approve or list it for sale.

Size Categories

CategoryMaximum Span on Each AxisIntended Use
Small Prop2 metersTabletop objects and small decorations
Furniture6 metersSeating, tables and ordinary furnishings
Landscape or Feature16 metersTrees, pavilions, bridges and larger features
Structure30 metersBuildings and architectural assemblies

These are initial Gravity Realms product limits, calibrated for the scale of our reusable Sky Gardens collection. They are not competitor limits or a promise of a particular frame rate. The complete assembly counts, including hidden parts and animation travel. Choose the category that accurately describes the object. A category does not grant building permission or reserve space in a world.

Detail and Performance

Models may contain up to 50 parts, 60,000 measured triangles and 32 material combinations, 512 rendered meshes and 16 independently animated parts. Existing mesh safeguards also limit each generated mesh to 6,000 vertices and 12,000 triangles, and total generated-mesh JSON to 1,500,000 bytes. Textures may be up to 4,096 pixels per side with a combined estimated 64 MiB memory budget including mipmaps. Shared image references count once. Missing texture measurements require attention rather than being treated as zero. Shapes and reusable furniture contribute to the measured triangle total too.

Aim for a strong silhouette, smooth visible curves, intentional proportions and consistent materials. Keep fine detail where players can see it. Reuse textures and materials; a tiny decorative part rarely needs its own large image. A higher polygon count does not automatically make a model look better.

The reusable Sky Gardens bench, pavilion, cypress and bridge are scale references. They are not a maximum artistic standard. Geometry measurements do not replace performance testing with other objects and avatars present. Automatic distant-detail generation and automatic mesh simplification are not included in this release.

Understand Your Report

  • Ready for Inventory means the supported measurements passed for that saved revision. It is not marketplace approval.
  • Needs Attention includes the measured value, the allowed limit and a suggested correction. No automatic correction overwrites your draft.
  • An unmeasured saved asset remains available in its original inventory. A new draft containing that asset cannot claim a passing measurement until its geometry is supported by the validator.
  • Rotation and animation can enlarge the occupied area. Rotating parts use a conservative swept bound so their entire motion stays within the limit.
  • Save changes before checking. If another tab changes the draft, reload and reconcile before adding it to inventory.

Fix an Issue Without Losing Your Work

For excessive size, reduce scale, bring separated parts closer, shorten animation travel, or select the appropriate category. For excessive detail, simplify the expensive parts and remove unnecessary geometry. For too many materials, reuse colors and textures. You can ask Nova to propose a correction, preview it and apply it only when satisfied. AI operations retain their displayed cost confirmation; automatic technical checks do not call an AI provider.

Keep an editable original. Undo and saved model versions remain available. The system does not silently simplify your model or reset existing world placements.

Inventory, Copies and Marketplace Review

Inventory tracks owned copies. Placing an item uses an available copy; picking it up returns that same copy. Duplicating parts inside a private draft does not authorize duplicating a placed inventory unit. Repeating the same completed export does not issue another initial copy. New reproduction pricing is not introduced by this revision.

Marketplace submission reviews source rights and quality separately from personal technical acceptance. A submission is not approval, and approval alone does not guarantee an active sale listing. Preserve your original source and licenses for all geometry, textures and references. Third-party purchased assets cannot be submitted as your original design through the ordinary creator flow.

Delete an Unpublished Model

In Inventory, select your unpublished model, open More Item Actions and choose Delete Model. Confirm Move to Trash. Pick up placed copies and put away held copies first. Your private Model Editor draft stays saved. Restore the same copies through Creator Workspace; restoration does not mint additional units. Models with sale or transfer history require their existing ownership workflow and cannot be deleted through this personal action.

External Tools

You may prepare original geometry in Blender or another authoring tool. This developer page does not accept arbitrary GLB uploads or executable scripts. External ingestion, unsupported saved-asset measurements and more advanced effects must follow a separately released supported route. Do not interpret a local file export as inventory compatibility.