WorldPack distribution
Export from Studio
Save/compile the intended QWAY, WRIGHT and RIDLEY state, then use Export WorldPack. Invalid or stale drafts are rejected. Export uses pinned bytes, manifest/profile revisions and compiled scene data; it does not save implicitly or ask AI to renormalize. The package is for runtime delivery; keep the authoring project separately.
Archive and exploded forms
A .worldpack is a bounded ZIP32 STORE archive with JSON/CBOR documents, manifest and hashed resources. Studio and CLI exports include desktop and mobile profiles by default: publish the extracted desktop/, mobile/ and shared/ directories with manifest.json. The player selects before downloading media; hosts can force profile: "desktop" or "mobile". D/M buttons in the export dialog preview each profile and display its resource size. Use a .qway project archive to preserve editable originals. It can be verified, inspected or exploded into a new directory. Integrity checks include SHA-256/CRC and path safety. Hashes detect corruption; they are not signatures or authenticity guarantees.
Production exports include desktop/mobile texture variants, with identical binary resources shared. GLB geometry remains byte-exact; supported MP3/PCM WAV audio is unchanged. External resources and unsupported archive compression are rejected rather than silently omitted. Licenses remain inspectable. Bytes may deduplicate while asset/object identities and pins remain distinct.
Runtime residency
WorldPlayer can read packed, memory, filesystem or confined HTTP WorldSources. Entry geometry appears first. Room and adjacent-room visual residency reduce loaded geometry; compiled metadata, collision/navigation information and audio policy remain globally available. Protected actors retain stable roots. Camera overview/cinematic policies can require broader residency.
Movement/directing waits during required loads. Reset is asynchronous because initial resources may need reloading. Byte-cache limits are not GPU-budget guarantees; this is not a fully paged physics engine. See embedding and CLI.
Desktop and mobile media
| Resource | Desktop maximum edge | Mobile maximum edge |
|---|---|---|
| GLB textures and uploaded material maps | 4096 px | 512 px |
| Human base-colour textures | 4096 px | 1024 px |
| Posters and backdrops | 2560 px | 1280 px |
Supported images are reduced without enlargement. Unknown encodings/extensions can retain originals rather than risk corrupting references. Geometry, skins, morphs, animation and material identities remain authored. Desktop and mobile share byte-identical resources where possible.
Auto profile selection uses a coarse primary pointer or reported device memory of at most 4 GiB for mobile; it is not solely a window-width test. Hosts can force a profile. Selection is fixed for a player instance. Desktop/mobile export previews show actual resource sizes and derivatives; Studio RAMS preview uses original project resources.
Include the complete RAMS website
Valid RAMS configuration travels with the WorldPack alongside compiled direction and world data. Install the package to obtain the full static site; use RAMS publishing for remote releases. Importing a WorldPack also imports its GLBs, but cannot restore editable information or image detail omitted from a production derivative.