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Reference

Templates in Core

Overview

Templates are a way to create convenient, reusable packages in Core. They can be modified 3D objects, complex models, scripts, completely scripted objects, or collections of all of these.

Templates can be identified in the Project Content window by this icon: TemplateIcon

When to Use Templates

  • Saving templates locally allows you to make changes across every copy of the template across a project. When one template is updated, it updates every instance of the template.
  • Publishing a template privately allows you to import the template into other projects, re-using assets across games.
  • Publicly publishing templates adds them to Community Content for others to use and modify for their own projects. This allows multiple creators to work on a template, adding different variations, or more functionality.

Creating Templates

To learn how to create groups and folders, see the Complex Objects reference.

Create a Template from a Group

  1. Right click the group and select Create New Template from This.
  2. Name your template and click the New Template button.

Create a Template from Separate Objects

  1. If the assets are not in the Hierarchy, drag them from Project Content onto the Hierarchy or Main Viewport.
  2. Select the assets to be added to the template in the Hierarchy window using Ctrl + left click.
  3. Right click on one of the objects and select Group and Create New Template from These.
  4. Name your template and click the New Template button.

TemplateTut2

Once a group becomes a template, it will be blue in the Hierarchy. New templates can be found in the Project Content window in the section called My Templates. From there you can drag out as many copies of the template as needed.

Publishing Templates

Once your template is created, you may use it for just this project alone, or you can now further publish the template to Community Content for sharing with others and between different projects.

Open the Publishing Dialogue

  1. Find the template in the Project Content window.
  2. Click the Publish Content button in the Properties menu.

Publish

Note

You can also right click the template and select Publish to Community Content

Name and Describe the Template

Publish Dialog Box

  1. Give the template a name. This does not need to match the template name in the project, and can be more descriptive or specific help creators understand the template.
  2. Write a description for your template. This section can include list of the individual objects in the template, possible uses, and attributions to other creators who helped with the template.

Add a Screenshot

Screenshots are the most effective way to showcase a template, and help others understand what it is.

Upload a Screenshot

Uploading a screen shot allows you to use an external image editing software to improve your screenshot. This can be most useful when you need to convey for abstract information, like what a script does.

  1. Use the Print Screen key to copy a screenshot to your clipboard.
  2. Paste the captured image into an image editor, and save the file when you have finished editing it.
  3. Select the Screenshots button to upload a screenshot from your computer.

Publish to Community Content

  1. Mark your permissions as either public or private.
    • Private templates can only be seen in Community Content by the creator who published them.
    • Public templates can be seen and used by everyone in Community Content.
  2. Click Review & Publish and review your settings. Don't worry about it being perfect, as this may all be edited after publishing.
  3. Click Publish.

In Project Content, the template's name should turn from white to green.

TemplateTut4

You can search for the published template in the Community Content window. Templates are displayed chronologically, so it will most likely be at the top of the list.

TemplateTut4

Changing and Updating Templates

Once a 3D model is made into a template, it will resist changes besides positioning and resizing all of its dimensions together to preserve its basic shape. To make changes to the materials, dimensions, or individual pieces of a template, it will need to be deinstanced.

What is an instance?

A template can be understood as a recipe. Each time the recipe is made, that product is an instance of the template. Deinstancing would be making a change in the final product of the recipe, so that it is now different from the exact copies of the recipe. Changing the recipe itself -- updating the template -- should change every single instance of the recipe.

Deinstance a Template

To make changes to a template, you will need to first deinstance it. This can be done automatically by making a change to a the template.

  1. Make a change to a component or property of an object in the template.
  2. Click Yes when the prompt appears asking if you want to deinstance the template.

A deinstanced template will change color from blue to teal. Changes made to a deinstanced template will not affect other copies of the template.

Update All Template Copies

To change all of the instances of a template, you will need to deinstance and modify an instance of the template, and then update the others to match it.

  1. Right click on a deinstanced template with the latest changes.
  2. Click Update Template From This to update all the instances of the template to match it.

Republish a Template

Updating templates with change all the instances in your game, but to update the version that has been published to Community Content, we will need to re-publish the template.

  1. In your Project Content window.
  2. Find the My Shared Content folder on the right side.
  3. Right click the template in the left-side navigation, and select Republish.
  4. In the publishing prompt, add a description of the most recent changes to the Release Notes section, so that creators know what to expect.

Republish

Creators will be able to get updates to the template by right-clicking the template and selecting Download Latest.

Reset a Deinstanced Template

Another benefit of templates is creating a saved version of an model that can be restored.

To revert the template back to the original design, right click the template within the Hierarchy and select Reset to Template.

Using Templates from Other Creators

Templates made by other creators can be imported from Community Content and used in a project or modified and published as a new template.

To learn more about importing and using Community Content templates, see the Community Content reference.

Community Content Template

Learn More

Community Content | Modeling Complex Objects | Intro to the Editor | Scripting Basics


Last update: May 3, 2020

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