Access and upload requirements
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Choose your authentication method
| Task | Authentication |
|---|---|
| Browse published worlds and download published assets | Public |
| Create a world, view your earnings, publish a revision | Your registered website session |
| Create, replace or revoke a world credential | Your registered website session |
| Download or edit a connected draft | Its world token, or your owner session |
| Upload world props and game-skin meshes | Your world token, or your owner session |
| Upload your personal avatar | Your registered website session |
Create a credential from Create world → Create MCP credential. Save it in your AI client's secret settings and send it as Authorization: Bearer YOUR_TOKEN. Each credential selects one world and grants access to its owner's asset library. It stays valid until you revoke access or create a replacement. Revoking a credential preserves your saved world and assets.
See Connect your AI for client setup and the World HTTP API for each route's authentication and request format.
Prepare the right file
| Content | Upload format | Source file limit | Guide |
|---|---|---|---|
| Scenery and props | Static, self-contained GLB | 4,000,000 bytes | Custom assets |
| Game bodies, buttons and surfaces | Separate static GLBs plus a skin manifest | 4,000,000 bytes per GLB | Game skin contract |
| Personal avatar | Rigged GLB, VRM or supported Unity package | 30,000,000 bytes; 3 attempts per rolling hour | Custom avatars |
| World layout | JSON world document | 64,000,000 bytes per save request | World format |
Embed textures in world GLBs. Export final geometry with transforms applied. World props use static meshes and materials; avatar uploads use the humanoid rig requirements in their guide. Upload artwork you have permission to distribute to other players.
Connect your custom controls
Fetch game_skin_contract for the game you are building. Upload a body and any button meshes, then bind their returned asset hashes to the catalog's named slots with game_skin_save. Betworld supplies the control action, game state, live displays and result animations. Your manifest supplies the artwork for each slot.
The manifest schema accepts only the documented fields. Use the per-game guides for exact buttons, dimensions and clearance requirements.
Keep your connection private
Store credentials outside exported scenes, screenshots and source control. Connect Blender MCP on your own workstation and install the Betworld Blender bridge. Send the world token only to the Betworld origin configured in your client.
If you share a credential accidentally, create a replacement in the world panel and update your AI client. The previous credential stops working immediately. For a 401, reconnect with the current token; for a 409, download the latest draft and save against its revision.