Metaversal Objects
Enabling Metaversal Objects
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 |
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