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API Status
  • 👋Welcome
  • 🌐What is Morpheus Platform?
    • Interoperability
  • â„šī¸Help
    • 📗Glossary
    • 🆘Support
    • Firewall problems
    • EULA
  • CREATION
    • 🎮Unreal Development
      • ⚡Get Started
        • âš’ī¸Download the Editor
        • âĢUpload Content
        • 🌎Creating your own map
        • 📝Morpheus Base Project
        • ❓Differences from Unreal
          • 🧍Character Configuration
        • 📡Morpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • 📚Features & Guides
        • 📒Example Plugin
          • Nameplates
          • In-game roles
          • Resizing
        • 🏊Actor Pooling
        • 🔊Audio
        • 🎭Avatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT collection
          • Capsules and Mesh Transforms
        • 🤖Bots
        • đŸŽ™ī¸Chat
          • Unreal Text Chat
        • đŸŽ›ī¸Control Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • 🔉Crowd Audio
        • đŸ¤ŧCrowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • 🍱Helpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics settings
          • Listening to inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • đŸ–Ĩī¸Loading Screen
        • ⚡Live Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • 🧊MML
        • đŸ•ēMotion Capture
        • 📡Networking
        • đŸ“ĸNotifications
        • Raycastable Crowd
        • 🌐Singletons
        • 📱Streaming & Multiplatform
          • GFN on mobile
        • đŸ–Ĩī¸UI
          • "UI Mode"
        • đŸ—ƒī¸User Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • đŸ“ēVideo Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • 🐞Visual Debugging
          • Inspector
        • đŸĒŸWeb UI
        • Online Services
          • KV Store Service
        • 💠Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • âœˆī¸World Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • 🔑Workflows
        • â†—ī¸Upgrade the Editor
          • đŸ–Ĩī¸Version History
        • âš™ī¸Editing Project Settings
        • 📈Profiling
        • đŸ§ēMarketplace Importing
        • đŸ› ī¸Extra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • 📚Useful Reading
        • ⭐Best Practices
    • 🌎Worlds
      • 📩Invite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • 📅Running events
      • ✅Large scale events - Checklist
      • 👾Anti-Cheat (EAC)
      • 🎮Player Entry
        • 📱React Native
        • Steam
        • đŸ’ģHardware Reqs
      • đŸŽĨBroadcast
        • 📹OBS Integration
      • Failover
      • 🏁Capacity And Queue Management
  • ADMINS
    • đŸ‘ĒAccess Control
      • Adding metaverse contributors
      • Creating a new project
    • 💲Pricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • âš™ī¸Settings
      • đŸ—ƒī¸Projects
  • APIs and Tooling
    • đŸ–Ĩī¸API Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • đŸ’ģTemplate Web App
      • đŸ’ĸModeration
    • Pixel Streaming
    • 🚀Launcher
  • Integrations
    • 📊Analytics
      • Sending events from web
      • 🎮Sending Events from Unreal
    • đŸ’ŦChat
      • 🎮Integrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
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On this page
  • M²
  • Metaverse
  • Dashboard
  • Worlds
  • Mods
  • Events
  • Projects
  • Editor
  • Interoperability

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  1. Help

Glossary

M²

M² (or MSquared) is both the name of a development platform and the interoperable network of metaverses built using it.

Metaverse

Metaverses in M² are creatively autonomous yet interoperable. They are groups of virtual worlds that exist as part of the broader interoperable M² network.

The metaverse is M²'s unit of organisation. Every M² virtual world is part of a particular metaverse, and each metaverse has separate access control, billing, etc.

Each metaverse has its own URL based on its codename:

<codename>.m2worlds.io

Dashboard

The dashboard is the entry point to both metaverses and tools. It is how developers and other metaverse operators interact with the M² network. From here:

  • Admins can manage access across the metaverse, handle billing, and additional configuration

  • Developers can download the editor, and launch virtual worlds that are made from it

  • Event runners can run events in virtual worlds using content uploaded by developers

You can find your metaverse's dashboard at a URL based on its codename:

<codename>.m2worlds.io/dashboard

For example:

Worlds

Worlds are single instanced virtual spaces, individually capable of up to ~10ks CCUs. Worlds are launched by clicking Launch in the header and involve selecting a map (from a mod), runtime, size (how many players can it handle), and more.

Standard worlds will be deleted after the duration of the world has ended. If this is not your desired outcome, you can set up persistent or always on worlds.

Mods

Mods are developer-uploaded Unreal projects that can be used to start worlds. Each developer gets their own mod which is automatically created for them the first time they click upload in the editor. All future uploads will be part of the same mod. When starting a world, you always select a mod (and a map within that mod) to run. By default, only the mod creator (and admins) can use a given mod to launch worlds.

Mods can be viewed in the Mods tab of the dashboard. Below, you can see the ally's game mod, and a history of the 14 different versions of it that have been uploaded.

Events

Events are a dedicated concept for engagement of users into a running world. You can create an event to advertise your metaverse events ahead of time using them as placeholders on your end user website with calendar links, YouTube trailers, and more. At show time, you can link the event to a running world to connect users into a world based on your content.

Projects

Editor

The M² editor is an extended Unreal Editor including plugins for creating worlds with high-scale rendering/networking/audio, MML, interoperable objects, avatars, and tooling to upload to our content pipeline.

Interoperability

Interoperability in M² describes the abilities for players to travel between virtual worlds across all metaverses and bring their identity, avatar, items (and more) with them. Interoperable virtual items benefit both creators and end users through transferability - as a player my item is cooler because I can take it anywhere and as a creator my merch is more valuable because it's more valuable to the player.

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Last updated 4 months ago

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Construct's dashboard is

Edison's dashboard is

- Worlds that always exist, but are not always on. By setting up persistent worlds for events, the creator will not have to remake or reconfigure access groups, live config, links, events, and any other world state already configured.

- An extension of persistent worlds that are set up without a duration end time.

are isolated sections of a metaverse which let you separate groups of content, worlds, and people developing within your metaverse.

â„šī¸
📗
Persistent worlds
Always on worlds
Projects
https://construct.m2worlds.io/dashboard
https://edison.m2worlds.io/dashboard
Configure a world to launch
Mod list