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New FTUE Dev Kit Now Available

MisterOsiris
Community Manager
Community Manager

New FTUE Dev Kit Now Available

 

We’re excited to release the “FTUE (First Time User Experience) Dev Kit” Asset Template along with an example usage file: “FTUE Dev Kit w/ Example.” This toolkit is designed to help creators build intuitive First Time User Experiences (FTUEs) in their worlds—similar to an OOOBE or NUX flow.

 

What’s included:

  • FTUE Dev Kit (Prefab): A ready-to-use template you can drag and drop into your world.
  • FTUE Dev Kit w/ Example: A version with a complete example usage baked in.
 

How to use it:

  1. Drag and drop the kit into your world.
  2. Duplicate the empty objects, add your scripts, configure, and you’re done.
  3. Try out the example in an empty world to see how it works.
 

What this helps you to achieve:

  • Accelerates onboarding design with a no-code/low-code template.
  • Minimal technical scripting required—just enough to kick off a chapter or tutorial.
  • Streamlines user education, helping new players navigate your experience with ease.
 

If you are looking for it simply go to: Asset Library > Public Assets > Sort by Newest > FTUE Dev Kit or FTUE Dev Kit w/ Example

 

Special thanks to @PigeonNo12 for reviewing this release and contributing to its development! Let us know your thoughts below and happy creating!

 

William Chandler
MHCP Community Manager
"Today is a great day for a great day!"
3 REPLIES 3

L_in_the_Meta
Partner

is there some delay on this showing up?

Looking in Asset Library > Public Assets  both in VR and Desktop, and I do not see it yet.

There was a delay. You should now see the FTUE Dev Kit w/ Example in the asset library. The kit without example should be available tomorrow.

Vicentekk
Member

Hi there! Hope you're doing well. really glad to be here! 🙂

First of all, I just wanted to say amazing work on the "FTUE dev kit w/example" asset. It's incredibly well thought out and super helpful, especially for understanding how to guide players through their first-time experience. You've clearly put a lot of care and effort into it, and it's much appreciated!

As I’ve been testing it out, I’ve found it really interesting and inspiring. I was wondering: is there a way to make it work locally, so that the interface and processes (like objective tracking, etc.) are handled independently for each player?

I tried switching the scripts to “local,” but then it stops functioning properly. And when I test with a teammate in the editor, it seems like everything is shared—we can't interact with the system separately.

This kind of issue has come up for me in other projects too, where I struggle to get interfaces and logic to behave per player. Any insights or guidance you might have would mean a lot!

Thanks again for sharing your work, it's been a great learning tool already.

Vicentekk