Import one object first and fix units, orientation, pivot, textures, and collision. Then import the environment and decide whether it is background, visual geometry, or editable level structure. Gaussian splats need a compatible renderer; skyboxes remain background shells; generated meshes may require separate simplified collision.
Add a controller, spawn point, one interaction, a goal state, and a failure or reset path before polishing. Use primitive colliders and placeholder UI where they make iteration faster. The generated world supplies appearance, while the engine owns deterministic rules and player feedback.
Loading comments...