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.

LevelsExampleInteractivityBehaviorPortabilityOwnershipProvenanceAuthenticity

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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