Multiplayer Blackjack model guide
Read as Markdown · All game guides · Measured native reference
Replacement skin support
This game supports the v2 skin contract. Replace the visible body and the exact named physical meshes listed at the end of this page. Use the surround and trim suggestions below to add matching scenery. Preserve the functional regions and state-dependent clearances described here.
One table, three seats
Use blackjack_group:0 or blackjack_group:1, with asset: "blackjack_group", floor elevation Y = 0–64 and scale [1,1,1]. The client creates three seat interfaces and their station identities from that table. Do not add the internal shared-seat Blackjack IDs as independent world entities. Do not upload three separate decorative tables and expect them to share a round.
The native root is blackjack_group in the game library. Its playing plane is approximately 1.374234 world units, or 48.1803% of the canonical body height. Keep the downloaded scale and use the runtime table transform for all seats.
Protect each seat separately
| Region | Requirement |
|---|---|
seat_0_screen … seat_2_screen | Preserve all three native monitor mounts and Bet/Settings interfaces |
| Seat Hit / Stand / Double / Split controls | Each seat has its own controls; do not merge their artwork or overlap adjacent button banks |
player_slot_0 … player_slot_2 | Keep each main hand lane clear |
player_slot_<n>_split_0 and _split_1 | Keep each seat's split-hand area clear |
bet_slot_0 … bet_slot_2 | Preserve betting/chip reference space |
dealer_slot, deck | Keep the common dealer and dealing route visible from all seats |
wagers_screen | Leave the shared status area readable |
The generated controls array includes a seat value of 0, 1 or 2. This is a measurement of native controls, not a creator setting for assigning a custom prop to a seat. Screen and card mounts are in runtimeMounts; some are non-rendered anchors.
Theme the table without partitioning it
Use low exterior side trim, pedestal accents or a separate sign behind the common dealer area. Keep the existing top and all three control banks. Avoid tall separators between seats: another player's view and card lane can cross that divider. An opaque sign that looks good from seat 1 can hide the dealer from seat 0 or 2.
Plan three approach corridors around the native table, plus a route behind players. Keep the seat viewing positions free of planters, chairs, posts and rugs with excessive thickness. Do not infer shared-seat positions from an equally spaced semicircle in an image; use the downloaded template. Rotating the table rotates the whole three-seat arrangement. Rotate its decorative props as the same assembly.
Round states and animation
The display distinguishes betting, playing, waiting for a turn and settlement. A seat cannot always act just because another player's controls are active. Preserve the native state cues and labels. Keep all dealer travel and all player card fans unobstructed, including split hands at the outer seats.
For visual review, look from all three seat positions, not only from the center. Also view the table while walking past it. Check that each screen remains separate and that the same button cannot appear to belong to two seats. Real state validation belongs to Betworld; creator artwork does not implement a turn timer or deal sequence.
AI brief
Get game_skin_contract for blackjack_group and download my current world draft.
Build an original [theme] replacement body in Blender using the reference socket
measurements and the preserved gameplay regions described in this guide.
Upload static body/button assets; bind only the listed control/part sockets.
Keep native labels, game values and collision. Use supported v2 placements, clips
and result-motion channels for presentation changes.
Save with game_skin_save and the current revision. Inspect the fitted model
and report budgets and reviewed states. Do not upload code or publish via MCP.
Use the common workflow for normalization, upload and publication. The skin pipeline replaces the visible table body and approved seat-action meshes; the shared game logic and live seat panels remain platform-owned.
Reference skin sockets (v1 and v2)
Read game_skin_contract({"game":"blackjack_group"}) before saving. The current fingerprint is 9530715fe0bb2934. The live catalog is authoritative if a copied example differs.
The replacement body is fitted to station-local world bounds [-3.8582389, 0, -0.9880856] through [3.8582389, 3.7170839, 4.228379]. Width, height and depth are [7.7164778, 3.7170839, 5.2164646]. These values already include source scale. Entity scale remains [1,1,1].
| Accepted binding slot | Fixed native action | Fixed index / seat | Native label | World-space bounds, minimum → maximum |
|---|---|---|---|---|
control.seat_0_double | double | seat 0 | DOUBLE | [2.503123, 1.5770159, 2.3243863] → [2.9180209, 1.6789612, 2.7450909] |
control.seat_1_double | double | seat 1 | DOUBLE | [0.1236027, 1.5770157, 3.4840642] → [0.4546482, 1.6789611, 3.7858065] |
control.seat_2_double | double | seat 2 | DOUBLE | [-2.6094675, 1.5770159, 2.6520564] → [-2.1875911, 1.6789612, 3.0704851] |
control.seat_0_hit | hit | seat 0 | HIT | [1.7935623, 1.5770159, 2.9414472] → [2.206757, 1.6789612, 3.3433516] |
control.seat_1_hit | hit | seat 1 | HIT | [-1.0380837, 1.5770159, 3.392938] → [-0.675857, 1.6789612, 3.7304338] |
control.seat_2_hit | hit | seat 2 | HIT | [-3.1171901, 1.5770159, 1.9743272] → [-2.732924, 1.6789612, 2.3747825] |
control.seat_0_split | split | seat 0 | SPLIT | [2.732924, 1.5770159, 1.9743272] → [3.1171901, 1.6789612, 2.3747825] |
control.seat_1_split | split | seat 1 | SPLIT | [0.675857, 1.5770159, 3.392938] → [1.0380837, 1.6789612, 3.7304338] |
control.seat_2_split | split | seat 2 | SPLIT | [-2.206757, 1.5770159, 2.9414472] → [-1.7935623, 1.6789612, 3.3433516] |
control.seat_0_stand | stand | seat 0 | STAND | [2.1875911, 1.5770159, 2.6520564] → [2.6094675, 1.6789612, 3.0704851] |
control.seat_1_stand | stand | seat 1 | STAND | [-0.4546482, 1.5770157, 3.4840642] → [-0.1236027, 1.6789611, 3.7858065] |
control.seat_2_stand | stand | seat 2 | STAND | [-2.9180209, 1.5770159, 2.3243863] → [-2.503123, 1.6789612, 2.7450909] |
Only slot and the converted model asset hash go in each binding. Action, index and seat columns explain platform behavior; do not copy them into uploaded JSON. All listed sockets are optional visual overrides. Omitted sockets retain native meshes. Repeated Settings actions are distinct physical sockets and must use the exact listed ID. The catalog provides exact mesh-local localBounds for fitting and the full matrixSource for native orientation.
Optional static surface: part.playing_surface, native reference top, world bounds [-3.3180856, 1.3554138, -0.470517] through [3.3180856, 1.3742345, 3.670032]. Its replacement does not move cards, the animation rig or the interaction proxy.
Save a skin with game: "blackjack_group", its current fingerprint, a converted body hash and the chosen bindings. Apply it only to existing blackjack_group:<index> entities. Declare each binding in the skin manifest. Follow the exact manifest and fitting rules and the export workflow.
V2 layout and animation
Fetch game_skin_contract({"game":"blackjack_group"}). Use presentation.targets to position the body, complete display and each listed physical control. Control labels and clickable proxies follow their target; action/index/seat identity stays the same. Numeric idle and result clips are supported. Its result-motion channels are card_deal and card_flip. Use the per-result progress and zero endpoint offsets described in the contract. Reference dimensions above describe the neutral layout before v2 placement. See the exact fields, transforms and limits.