Metaversal Objects
Enabling Metaversal Objects
Last updated
Enabling Metaversal Objects
Last updated
Metaversal Objects are mentioned often in this document. Below we explain how they differ from virtual objects that exist in digital experiences today.
To make this complex topic a little easier, we can establish a grading scheme for objects useful to a metaverse, ranking them based on advancements in interactivity, behavior, portability and ownership. An object is assigned a level when it successfully fulfills all the criteria pertaining to that tier.
The goal is for the combination of the Metaverse Markup Language, the M² Cross Metaverse services and any existing blockchain to achieve level 3.
Levels | Example | Interactivity | Behavior | Portability | Ownership | Provenance | Authenticity |
---|---|---|---|---|---|---|---|
1
Gaming skin
View only - wearable to the avatar
None - no script associated with the item
Single space within a single platform- the items are not portable
Presentation layer - utilization only
None
None
2
A virtual pool table which can move between experiences
Human-to-object - players can send input to the object
Limited by the metaverse engine - e.g. a subset of Unity APIs
Many spaces within a single platform
Also source code and assets - utilization and modification
Passive recording - transaction histories
Maker authentication - verifiable authentic branded objects
3
The balls on the table being interoperable and physically interacting
Object-to-object - objects interacts with each other following physics principles
Not limited by the metaverse engine - anything a computer can do is possible
Many platforms
Also hosting infrastructure - utilization, modification and platform independent operation
Active recording - the object memorizes significant events
E2E authentication - Maker, Operator and Presentation authentication - safe for money transactions