DOCS
3D games

Editing a 3D scene

What Edit does for a 3D game today — pick, drag, equip, build — plus the Model Editor.

3D games have an Edit mode, and it is deliberately much smaller than the 2D one. What exists works; what doesn't exist isn't hidden from you.

Entering Edit

Same button and the same ⌘E as a 2D game. The preview reloads into a design view: your scene, rendered from its data, with no game code running and no save loaded.

What you can do

Browse scenesThe Scene tab lists the project's 3D scenes. Click one to edit it — the preview reloads on each switch.
PickClick anything in the scene. You get the entity and the exact world coordinate you clicked.
Insert a coordinate into chatOne button. "Put the chest at this spot" stops being a guess.
Drag to moveDrag an entity along the ground and let go. The new position is written to disk immediately.
EquipChoose what a character is wearing, per socket. See below.
BuildMake your edits real in Play mode. See below.

What you cannot do yet

No rotate or scale gizmo. No multi-select. No undo. No collider wireframes. No drag-and-drop from an asset list.

For anything in that list, the workflow is the coordinate button plus a sentence:

Rotate the gate 90 degrees and move it to (12, 0, -4).

Save, and the Build pill

This works differently from 2D, so it's worth being precise.

Every drag saves to disk on its own, silently and immediately — there is no unsaved state to lose. But nothing rebuilds the game, so Play mode and a page reload still show the old position. An amber Build pill appears when that's true; clicking it rebuilds and redeploys, and then Play shows what you see in Edit.

That split is intentional — rebuilding after every single drag would reload the preview under your hands mid-edit.

There is no undo and a failed save does not move the object back. If a save fails because the agent is mid-turn on the same scene, the object stays where you dropped it while the file on disk still has the old position — wait for the turn to end, then drag it again. A red pill tells you when this has happened.

Equipment

Pick a character and the Inspector shows one row per socket — head, hand-right, back — each a dropdown of the props that fit it. Nothing had to be authored to fill those dropdowns: props already declare which socket they belong in.

Changing a row re-dresses the character immediately. A socket holds one thing; choosing nothing strips it.

If a scene author put two props in one socket, that can't be represented as rows — those are preserved untouched and listed read-only below, rather than being silently dropped when you edit the rows above them.

Older 3D games

The design view needs a small piece of boot code in the game itself. New 3D projects have it. A game created before this shipped needs it added once — ask the agent:

Update this game so the Edit button works.

Until then, Edit will just show you the running game.

The Model Editor

A separate tool for changing a model you already have. It edits — it does not generate.

WhatDetail
MaterialsRecolor or retexture a material slot.
PartsMove, rotate or scale a named node — resize a hat, shift a strap.
SocketsAdd, edit or delete attachment points, so other models can hang off this one.
MovementApply the platform's standard idle / walk / run / jump / attack / die set — only when the model's skeleton matches the platform's standard rig. The tool tells you whether it does.

Open it from the tool picker, or let the agent open it with the model you mean:

Open hero.glb — I want the armour darker.

Edits are applied to the file itself, so every scene using that model picks them up.

Previewing a model

The Assets Manager gives any .glb or .gltf an interactive preview — orbit it, check it imported the way you expected, before you put it in a scene.

Next steps

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