This section helps you edit and customize existing templates. It focuses on prebuilt templates and explains their structure in more detail, making it easier to extend specific features or replace mesh objects such as cars, boxes, or other vibe elements.
The Vehicle Physics Model is a ready-to-use driving template for interactive vehicles in Arrival.Space. It combines wheel-based physics, suspension, steering, collisions, headlights, camera behavior, audio, and player mounting into one system, so you do not need to build these features from scratch.
Use this template when you want a vehicle that players can enter, an drive for example for cars, karts, service vehicles, or other rideable machines. It is especially useful when you need a fast starting point for gameplay-ready vehicle behavior and want to adjust handling, seating, wheel placement, or visual setup without rewriting the full logic.
Maximum engine force / acceleration power. If the Chassis Mass is heavy increas this value.
force units
0 / 10000
Max Braking Force
Maximum braking force.
force units
0 / 500
Idle Brake
Automatic braking force when no input is given. Prevents rolling.
force units
0 / 50
Steering Edit steering angle, steering response, and how steering changes at higher speed.
Parameter
Description
Unit
Min/Max
Max Steering
Maximum steering angle at low speed.
rad
0.05 / 1
Min Steering (at speed)
Minimum steering angle at high speed.
rad
0 / 0.5
Steering Falloff Speed
Speed at which steering gradually becomes more limited.
m/s
1 / 50
Steering Speed
Speed of steering response.
1/s
1 / 30
Collision Edit the collision box size, vertical offset, and the physical material behavior.
The used collision is a Box Collision, since this is fully sufficient for this use case.
To visualize collisions, modify the Vibe and tell the AI that you want to have a toggle to visualize the collision via pc.enablePhysicsDebugDraw = true. This will display all active collisions.
Keep in mind that this feature is very performance-intensive.
It is recommended not to enable it inside heavy or complex Spaces, as it may lead to unusual behavior or performance issues.
Parameter
Description
Unit
Min/Max
Collision Width
Width of the collision box.
m
0.05 / 5
Collision Height
Height of the collision box.
m
0.01 / 2
Collision Length
Length of the collision box.
m
0.05 / 5
Collision Y Offset
Vertical offset of the collision box.
m
0 / 3
Chassis Friction
Friction value of the chassis body.
unitless
0 / 1
Chassis Restitution
Bounciness / restitution of the chassis.
unitless
0 / 1
Headlights Edit headlight position, beam shape, color, intensity, and range.
Parameter
Description
Unit
Min/Max
Headlight Side
Side offset of the headlights.
m
0 / 2
Headlight Height
Height of the headlights.
m
-1 / 2
Headlight Forward
Forward offset of the headlights.
m
-1 / 3
Headlight Color
Headlight color.
color
-
Headlight Intensity
Brightness/intensity of the headlights.
intensity units
0 / 20
Headlight Cone Angle
Cone angle of the spotlight.
deg
1 / 90
Headlight Range
Maximum light range.
m
1 / 100
Headlight Tilt
Vertical tilt angle of the headlights.
deg
-45 / 45
Player Interaction Edit the enter distance and the exact player seat position inside the vehicle.
Parameter
Description
Unit
Min/Max
Enter Distance
Distance at which the player can enter the vehicle.
m
1 / 10
Seat Side
Horizontal seat offset for the player.
m
-1 / 1
Seat Height
Vertical seat offset for the player.
m
-1 / 3
Seat Forward
Forward/backward seat offset.
m
-1 / 1
Camera Edit the camera height and distance relative to the vehicle.
Parameter
Description
Unit
Min/Max
Camera Height Offset
Vertical camera offset relative to the vehicle.
m
-1 / 2
Camera Distance
Camera distance from the vehicle.
m
0.8 / 4
Animations Edit which driving or idle animation is used while the player is mounted.
Parameter
Description
Unit
Min/Max
Ride Idle Animation
Idle/sitting animation used while driving.
animation asset
-
Audio Edit the drive sound asset, volume, pitch, and speed-based audio behavior.
To replace a model, you first need a new model asset.It is important that the car body (chassis) and the wheels can be exported separately.
For example, you can download a car asset from Sketchfab. The asset must be in .glb \ .gltf format.
Before importing the model into Arrival.Space, the chassis must be separated from the wheels.
The following guide uses Blender as an example.
The Google 3D Tiles (Atmosphere) template streams Google's Photorealistic 3D Tiles into your Space and adds an atmospheric sky, aerial-perspective haze, and a sun disc based on location, day of year, and UTC time.
Use this template when you want to place a real-world city, landscape, or building context around your Space. It is especially useful together with the Splat Crop template: Google 3D Tiles can provide the larger environment, while a cropped Gaussian Splat can replace or refine a specific local area.
Access token
To stream Google 3D Tiles, you need either a Google Maps API Key with the Map Tiles API enabled, or a Cesium Ion Token. For EEA billing accounts, use the Cesium Ion Token field because Google may block direct Photorealistic 3D Tiles access for EEA projects.
To get a Cesium Ion Token, create or open your Cesium ion account, go to Access Tokens, create a token, keep the required access as limited as possible, and copy it into Cesium Ion Token (EEA). Cesium recommends creating separate tokens per application and restricting tokens with scopes, allowed URLs, or selected assets where possible. See the official Cesium guide: Cesium ion Access Tokens.
Add the Google 3D Tiles (Atmosphere) Vibe template to your Space.
Enter either your Google Maps API Key or your Cesium Ion Token (EEA).
Set Latitude, Longitude, and Ground Altitude (m) so the streamed location lines up with your Space.
Open Space Edit > Advanced > Lighting & Skybox, hide the Skybox, and enable Post Effects > HDR. The atmosphere and sun disc are designed to look best with HDR enabled.
Tune the sun by standing at the tip of a shadow, looking upward, and adjusting Time UTC (h) and Day of Year until the shadow direction and sky mood fit your scene.
Leave Altitude Adaptive Cam enabled for large-scale navigation. If the camera clipping does not fit your setup, adjust Near Clip (m) and Far Clip (m).
Add Splat Crop if you want a Gaussian Splat to replace a local area inside the Google 3D Tiles environment.
The Splat Crop template creates a movable crop box for already-loaded Gaussian Splats in the Space. Move and rotate the Vibe entity with the Gizmo, then set its dimensions with Box Size (m). By default, splats inside the box are kept and splats outside the box are hidden.
Use this template when you want to isolate a part of a large splat, trim away unwanted surroundings, or combine a local Gaussian Splat with Google 3D Tiles (Atmosphere). When used together, the same crop box can also carve a matching hole into the Google tiles so the splat and city context do not visually overlap.
Crop Box Edit the crop volume and how hard or soft its border behaves.
Parameter
Description
Unit
Min/Max
Box Size (m)
Width, height, and depth of the crop box. The Vibe entity position and rotation define where the box sits in the Space.
m
0.1 / 100000
Edge Softness
Softens splats near the crop boundary by shrinking splats close to the edge. Lower values create a harder edge.
factor
0.01 / 1
Crop Behavior Choose whether the box affects splats, Google tiles, or both.
Parameter
Description
Unit
Min/Max
Crop Splats
Enables cropping for all loaded Gaussian Splats in the Space. Disable it if the box should only affect Google tiles.
toggle
-
Invert (carve hole)
Reverses the crop result. Off keeps splats inside the box; on removes splats inside the box.
toggle
-
Show Box
Displays the crop box helper in the Space while positioning and tuning the crop.
toggle
-
Cull Google Tiles
Sends the crop box to the Google 3D Tiles Vibe so the same region is removed from the streamed tiles. Use this when a splat should replace part of the Google tiles.
The NPC Character template spawns a non-player character at the Vibe entity position and makes it follow the local player. It combines NPC movement, avatar customization, labels, and animation overrides in one reusable setup.
Use this template when you want to add a companion, guide, visitor, staff member, or other character that follows the player through your Space. It is especially useful when you want to iterate on the character's appearance and animation directly in the editor instead of rebuilding the NPC logic from scratch.
The Avatar parameter opens your own avatar library, where all uploaded and saved avatars are available. Both VRM and Modular Avatar assets can be used and customized. For modular avatars, you can also adjust the avatar parts, gender, and color tints through the avatar configuration.
Add the NPC Character Vibe template to your Space.
Move the Vibe entity to the position where the NPC should spawn.
Open Avatar and select an uploaded or saved avatar from your avatar library, or customize a modular avatar.
Set the Follow Distance, NPC Speed, and Stop Distance to match the intended character behavior.
Select catalog animations for Idle Animation, Walk Animation, and Jump Animation. The available catalog options are updated for the selected avatar gender.
Leave an animation slot set to <built-in> to keep the animation that was assigned when the avatar was uploaded. This is the default animation for that slot and does not apply an override.
Optionally upload a Mixamo .fbx file to an animation slot. A custom upload overrides the catalog selection for that slot and is converted and retargeted to the avatar automatically.
Add a Head Label if the NPC should display a name or other short identifier above its head.
Test the NPC in the Space and adjust the movement and animation parameters as needed.
Follow Behavior Edit how often the NPC updates its path and how it follows and stops near the local player.
Parameter
Description
Unit
Min/Max
Follow Distance
Distance at which the NPC stops following because it is already close enough to the local player.
m
0.5 / 6
Repath Interval
Time between follow-path updates. Lower values make the NPC react more frequently but may require more performance.
s
0.1 / 2
NPC Speed
Movement speed of the NPC while following the player.
m/s
0.1 / 6
NPC Turn Speed
How quickly the NPC turns toward its movement direction.
factor
1 / 30
Stop Distance
Minimum distance from the current target at which the NPC stops walking.
m
0.1 / 2
Avatar Select an avatar from your library and customize its appearance.
Parameter
Description
Unit
Min/Max
Avatar
Opens your avatar library with your uploaded and saved avatars. VRM and Modular Avatar assets can both be selected and customized.
avatar asset
-
Head Label Add and style a label displayed above the NPC's head.
Parameter
Description
Unit
Min/Max
Head Label
Text displayed above the NPC. Leave empty to hide the label.
text
-
Head Label Color
Color of the head label.
color
-
Animation Selection Choose catalog animations or keep the avatar's imported animation for each movement state.
Parameter
Description
Unit
Min/Max
Idle Animation
Catalog animation used while the NPC is idle. Select <built-in> to keep the animation assigned when the avatar was uploaded.
animation asset
-
Idle Loop
Repeats the idle animation while the NPC is standing still.
toggle
-
Walk Animation
Catalog animation used while the NPC moves forward.
animation asset
-
Jump Animation
Catalog animation used for the jumping state.
animation asset
-
Custom Animation Uploads Upload Mixamo FBX animations that override the catalog selection for a specific state.
Parameter
Description
Unit
Min/Max
Idle — Custom FBX (Mixamo)
Optional Mixamo .fbx upload for the idle state. When provided, it overrides Idle Animation.
.fbx asset
-
Walk — Custom FBX (Mixamo)
Optional Mixamo .fbx upload for the walk state. When provided, it overrides Walk Animation.
.fbx asset
-
Jump — Custom FBX (Mixamo)
Optional Mixamo .fbx upload for the jump state. When provided, it overrides Jump Animation.
.fbx asset
-
Custom FBX files are converted to a generic animation clip and retargeted to the selected avatar automatically. This works with both VRM and Modular Avatar assets. Leave the upload field empty to use the catalog selection, or use <built-in> in the corresponding catalog dropdown to keep the animation assigned at avatar upload time.
The Splat Reveal template plays a configurable reveal animation on Gaussian Splats that are already loaded in the Space. Splats can appear as a radial wave, a vertical sweep, rain, a scatter, a dissolve, or a brightness-driven bloom. During the reveal, each splat grows from a small dot, moves into position, and can flash with a configurable glow tint.
Use this template when you want a cinematic loading effect, an area reveal, or a stylized transition for an existing Gaussian Splat. The effect targets the Space's unified LOD-streaming splat system as well as individual splat components and supports both WebGL and WebGPU. It does not load a splat by itself, so add and wait for the Gaussian Splat content before expecting the reveal to play.
Add a Gaussian Splat to your Space and wait until it has finished loading.
Add the Splat Reveal Vibe template.
Choose a Pattern that matches the desired effect. Use Radial for an outward wave, Sweep Up or Sweep Down for a directional reveal, and Bloom (by brightness) when bright areas should appear first.
Set Duration (s) and Softness to control the overall timing and overlap between splats.
Adjust Dot Size, Entrance Motion, and Settle Hop for the movement and scale of each splat as it appears.
Set Glow Color and Glow Strength to match the visual style of the Space.
Enable Loop only when the effect should restart automatically. Use Loop Pause (s) to add a delay between repetitions.
Leave Loop disabled for a one-shot reveal. Once the reveal and optional end bump finish, the shader override is removed and the splat returns to its normal rendering pipeline.
Reveal Pattern Choose how individual splats are ordered and animated into view.
Parameter
Description
Unit
Min/Max
Pattern
Reveal order and style: Radial, Sweep Up, Sweep Down, Rain, Scatter, Dissolve, or Bloom (by brightness).
option
-
Duration (s)
Time for the main reveal to progress from hidden to fully visible.
s
0.2 / 20
Softness
Overlap between neighboring splat arrivals. Zero reveals all splats at nearly the same progress; higher values create a softer, more continuous wave.
factor
0 / 1
Jitter
Adds per-splat timing variation for a less uniform and more organic edge.
factor
0 / 1
Entrance Motion Edit the initial size and movement of splats as they appear and settle.
Parameter
Description
Unit
Min/Max
Dot Size
Initial splat scale as a fraction of its final size. Lower values make splats start as smaller dots.
factor
0.01 / 1
Entrance Motion
Distance splats travel into place. The direction depends on the pattern: rain drops from above, scatter moves from randomized offsets, and other patterns rise from below.
m
0 / 10
Settle Hop
Vertical hop applied while a splat finishes growing.
m
0 / 3
End Bump
One-shot scale overshoot when the reveal completes. Set to zero to disable the finishing pulse.
factor
0 / 2
Glow Set the color and strength of the flash that accompanies each splat's appearance.
Parameter
Description
Unit
Min/Max
Glow Color
Color mixed into the splats while they are appearing.
color
-
Glow Strength
Intensity of the appearance glow.
factor
0 / 1
Playback Choose whether the reveal plays once or repeats automatically.
Parameter
Description
Unit
Min/Max
Loop
Restarts the reveal after it finishes.
toggle
-
Loop Pause (s)
Delay between the end of one reveal and the start of the next loop.
The Scene Tour Camera template creates an in-space overlay that lists user-placed scene items and lets visitors jump to them with the free camera. It discovers entities such as GLBs and Gaussian Splats, frames the selected item using its world bounds, and can optionally fly smoothly to the target or orbit around it.
Use this template for guided tours, exhibitions, portfolios, showrooms, or any Space where visitors should be able to browse important points of interest. The panel includes the item name, type, and distance from the local player, and can be refreshed when content changes.
The template uses the current camera direction to choose the approach side, so the selected object is framed without an unnecessary full turn around the Space. Manual free-camera input or leaving free-camera mode cancels an active smooth flight or orbit. Press F to leave free-camera mode, or use the panel's Exit free cam button.
Add the Scene Tour Camera Vibe template to your Space.
Make sure the scene items you want to list are placed as user content, such as GLBs or Gaussian Splats.
Set Type Filter to All, GLB, or Splats to control which items appear in the tour list.
Tune View Distance × to choose how far the camera sits from the selected item's bounds.
Tune View/Orbit Height × to position the camera above or below the item's center. Use a higher value for top-down views and a lower value for objects that should be viewed from below.
Enable Smooth Fly for an animated transition to each selected item. Disable it to snap directly to the target.
Enable Auto-Rotate if the camera should orbit around the selected item after arriving, then adjust Orbit Speed (°/s). Negative values reverse the orbit direction.
Use the refresh button in the panel after adding or removing scene items so the list reflects the current Space content.
The overlay shows the display name, content type, and approximate distance for each discovered item. Select a row to enter free-cam mode and frame that item. Smooth fly and Auto-rotate can also be toggled directly in the panel, and Exit free cam returns to the regular camera mode. If no items match the selected filter, the panel displays an empty-state message.