3D Model Insertions

Designate spaces in your scenes where downloaded 3D models are spawned, grounded, and tracked at runtime.

A model insertion places an entire downloaded 3D model into your scene — not just a texture on an existing surface. It needs two things in your scene, in a parent/child structure: a "space" that anchors the model, and a placeholder prop inside it.

The space — an empty anchor GameObject

Create an empty GameObject where the model should appear. Its position and rotation control where the model spawns and which way it faces — rotate the space to aim the inserted model. Keep renderers, colliders, and gameplay scripts off the space itself.

The placeholder — a visible prop as a child of the space

Add a prop roughly the size and shape of what should stand there (your own default art works well). Its bounds define where the model is grounded and how big it is allowed to be.

Never parent gameplay-critical objects under a space

Everything under the space belongs to the placeholder and is destroyed — colliders, scripts, and all — when the real model arrives.

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