Tabletop Simulator Download



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Tabletop Simulator allows you to use files, either online or offline, to play custom-made games. Any time a custom asset is being created in-game, you have a choice on how the file is hosted.

Browse Button

All files are imported either by pasting a file path/url into the field in question, or by clicking the Browse button and selecting the file from your computer.

Local Files

These are files that are hosted on your own computer. Other players CANNOT see these assets! These are for local games only (single player or hotseat). If you use the browse button to select your file, you will be given the option to use the file as 'Local' hosted.

Example file path:

Online Files

These are files that are hosted online. Other players are able to download and see these assets as long as the host remains active. There are two ways to host your files online.

Steam Cloud

You get 100GB worth of storage tied to you Steam Account for Tabletop Simulator, and any files uploaded to your steam account through Tabletop Simulator will persist indefinitely. This makes it an ideal file host. See the Cloud Manager page for details on using this hosting method. If you use the browse button to select your file, you will be given the option to use the file as 'Cloud' hosted.

Example file path:

Third Party Hosts

You can use any online host for your files by simply posting the URL of the file into the asset prompt. However third party hosts may have rules or restrictions that prevent your assets from being shared correct or being hosted indefinitely. You do not use the browse button for these files, instead you just paste the URL into the field.

It is strongly recommended that you use Steam Cloud hosting instead.

Example file path:

Cached Files

When you download assets for a custom game, they are saved on your computer indefinitely. This way, you do not need to download them again if you load up the same custom game a second time. By default, Mod Caching is on. It can be toggled off if the game's settings menu.

Tip

If you are able to see files that are hosted online but someone else cannot, it may be because you have these files Cached. A possible solution would be to use Steam Cloud to re-host the files.

It is possible to import 3D Models into the game, complete with their own diffuse, colliders, sounds, specular intensity and more!

Importing Custom Model

In-game, navigate to the top of your screen and select Objects > Components > Custom > Custom Model.

Importing Assets

How you choose to import files impacts if other players can see them when you're finished.
For help with importing, visit Asset Importing.

Import Options

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There are two tabs, Model and Material, which contain all the options for importing a single model.

Model Options

These options determine the basic, physical aspects of the custom object.

Setting NameDescription
Model/Mesh(Required) The model for the 3D object.
Diffuse/Image(Required) The primary material for the object.
Normal/BumpNormal/bump map image for the object.
ColliderCustomized collider. By default, a simple collider is generated automatically.
Non-ConvexIf the object is non-convex.
TypeThe model's type. See the Model Type section.

Material Options

Setting NameDescription
MaterialDetermines the fault material settings, as well as the audio profile used for when the 3D object collides with others.
Specular IntensityThe level of specular intensity.
Specular ColorSpecular color setting.
Specular SharpnessSpecular sharpness setting.
Fresnel StrengthFresnel Strength setting.
Cast ShadowsIf the object casts shadows.

Read more about Specular Settings and Fresnel in the Unity Documentation.

Model Type

When making your model, you can decide what the model will be used for. Each selection has its own special attributes.

Setting NameDescription
Generic• No special attributes.
Figurine• Automatically rights itself when picked up into its 'vertical' orientation.
Dice*• Randomizes object rotation when shaken or the 'roll' key is used.
• Number keys will cause it to face a given direction.
Coin*• Randomizes object rotation when shaken or the 'roll' key is used.
• Object flips up into the air when released after being shaken.
Board• Object accepts grid projections by default.
• Alt-zoom will not work on it.
• It ignores hidden zones, always remaining visible.
Chip• Object can stack with others of its own type.
Bag• Can contain other objects dropped onto it.
Infinite• Like a bag, but it contains an infinite number of the first object placed into it.

* Values can be assigned to these objects, just like regular or custom dice have. See the rotation vector tool section for details.

Custom Model Tips

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Making custom objects allows for a lot of freedom, so here are some guidelines you will need to follow when creating your models.

Valid File Formats

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  • Model/Mesh file format: .obj
  • Collider file format: .obj
  • Image file format: .jpgor.png

Model Tips

  • Triangulate all meshes/models to avoid holes.
  • Make sure the normals on your mesh are facing the right direction.
  • Set the origin point of the model to the center of mass for best physics. Objects in TTS rotate around their origin point.
  • Don’t go crazy with poly counts, use a normal map to add fine detail.
  • Keep the vertices below 25k for best results, as any higher your objects may not import and/or crash your game.
  • If you want to access additional elements for importing a Model, you might be interested in Custom AssetBundles instead.

Collider Tips

  • If you do not specify a custom mesh collider .obj, then the game will calculate a box collider to fit your object.
  • Custom mesh collider is just a way for you to have a collider that isn’t a box.
  • Only use a custom mesh collider if a box collider will not work, due to performance.
  • Box colliders are much more optimized in the physics engine.
  • It’s best to use a simplified version of your model with less than 255 triangles. (As simple as possible)
  • If your model is already sufficiently low poly enough you can use the same for the Custom Mesh Collider.

Non-Convex Tips

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  • Non-convex colliders allow collisions to work like the Chinese Checkers board which has indents and is concave.
  • Convex colliders will fill in any indents or holes in the mesh due to how it calculates the collider.
  • The problem with non-convex colliders it only works properly on locked object.
  • If you need concave colliders and also need the object to move then you must use compound colliders.

Compound Collider Tips

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  • Compound colliders are multiple meshes inside one .obj file that create multiple colliders on a singular object.
  • Compound colliders allow you make concave shapes and get around the fact that you can’t have non-convex colliders that move.
  • Break you mesh into multiple convex shapes then export them in a single .obj file to create compound colliders.
  • Non-convex should be set to false (unchecked) when using compound colliders.