Submission is best done as an FBX with UV-mapped textures (best to be 2K textures and below) appropriately referenced by the model materials. At the bottom is a list of texture types we can use for environments. The model should be built so that 1 unit = 1 meter with (0,0,0) corresponding to the point on the floor where your Enduvo space is centered.
I suggest aiming for below 1,000,000 triangles in total for the environment. This is not a hard limit but affects the performance of your content.
Please note that locking a lesson to a specific environment is a feature coming in a future release, so in the first 1.0 release you will not see the ability to record directly in that environment, but you can choose to view content in that environment. Because of this, you may want to design for an open 10 or 15 foot squared space at (0,0,0).
Supported texture formats:
And all environment models will use the Unity Standard Shader. Here's some documentation on that:
Keep those available material parameters in mind as you create materials in your modeling software so that you don't stray too far from what will be possible with the Unity shader. The rendering will not be exactly the same in Unity either way, because of the differences in shaders across programs.
The polygon normals direction will also matter because we use backface culling (you can only see the front of a face), so ensure that all your geometry is outward-facing normals for the VR user to see.
It is also possible to import your 3D environment model directly to your lesson like other assets, but in the first build of 1.0, we don't have a way to lock interaction with it. This means you'd be accidentally interacting with the model because you're always inside of it. We will have tools for this more direct approach in the near future.