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 scenes | The Scene tab lists the project's 3D scenes. Click one to edit it — the preview reloads on each switch. |
| Pick | Click anything in the scene. You get the entity and the exact world coordinate you clicked. |
| Insert a coordinate into chat | One button. "Put the chest at this spot" stops being a guess. |
| Drag to move | Drag an entity along the ground and let go. The new position is written to disk immediately. |
| Equip | Choose what a character is wearing, per socket. See below. |
| Build | Make 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.
| What | Detail |
|---|---|
| Materials | Recolor or retexture a material slot. |
| Parts | Move, rotate or scale a named node — resize a hat, shift a strap. |
| Sockets | Add, edit or delete attachment points, so other models can hang off this one. |
| Movement | Apply 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.