Builder field guide / 01

Your world.
Part of YoWorlds.

Keep your game, renderer, and multiplayer rules. YoWorlds supplies portable identity, versioned avatar assets, and short-lived travel tickets.

1. Run the reference world

The repository includes a JavaScript multiplayer starter. It serves a small Three.js world, validates player entry on its server, and connects to the central identity service. See the starter guide for the working commands.

2. Register a unique world

Open the builder desk, register your origin, and host its verification JSON. Your world appears after verification, without a central restart.

Every world has an ID, a public HTTPS origin, and a private server credential. Use a separate hostname for each world so its browser session stays isolated. A port or folder is not a cookie security boundary.

3. Use the SDK

Get the current session and appearance from your own world server. A destination exchanges its one-use entry ticket directly with YoWorlds. Never put a world credential in browser code.

The API contract covers entry, acceptance, appearance, inventory, and travel. The renderer-independent browser SDK is available as an ES module.

4. Load an avatar once

Assets have immutable revisions. Cache validated assets by revision, distribute the same version to players, and keep animation and gameplay under your control. The reference adapter shares downloads and GPU resources.

Uploaded content must pass the rig and animation contract, official glTF validation, and size limits before publication. See the creator pipeline.

What works today

Multiplayer reference worlds, guest sessions, saved accounts, a shared wardrobe, versioned avatar assets, and server-validated world travel. World owners can register and verify their own HTTPS host in the builder desk. Public checkout remains closed.

Accounts currently use a username and password, with a recovery key shown when you register. Email delivery and social sign-in need operator configuration. Real Nano checkout remains closed until payment verification is configured and tested.

Build with the contract

Give the Markdown integration guide to your coding agent alongside your game. It names the trust boundaries and validation steps that must survive customization.