World
Editor
The scene is the source of truth. Stream chunks, sculpt terrain, place actors, and run the simulation inline against live data. Two people can edit the same level at once.
What the editor is actually for
The editor opens on the same scene graph the runtime consumes. There is no cooking step between edit and play. You move an actor, the running simulation sees it on the next tick. That one property decides how much of the rest of the tool exists.
Multi user editing runs on operational transforms in the background. Each actor has an owner lock that can be requested and released, and presence is shown in the outline. When two editors touch independent subtrees, they never contend. When they touch the same actor, the second request waits.
Scene files are diff friendly. A change to one actor produces a small delta in version control, which is the only way source controlled level design works in practice on a large team.
What it ships with
Terrain, foliage, and biomes
Layered heightfield with erosion, foliage painting that respects slope and light, and biome rules that populate an area based on a small descriptor file. Works across streamed chunks without a seam.
- Layered heightfield with erosion pass
- Foliage painting with density masks
- Biome descriptors stitch across chunks
- Non destructive layer stack
Multi user editing
Operational transform backbone with per actor ownership, presence indicators, and merge preview when two people touch the same subtree. The underlying scene file stays text diffable so review and merge remains sensible.
- Per actor ownership locks
- Live presence with cursor and selection
- Diff friendly scene format
- Conflict resolution with visual diff
Play In Editor
Press play. The same process that ran the editor now runs the game. Debugger, profiler, and console remain attached. Stop brings you back to the exact edit state you left.
- Zero boot time between edit and play
- Full debugger and profiler attach
- Hot reload for scripts and materials
- Scrub the timeline like a recording
Prefabs and variants
A prefab is a scene fragment with a known schema. Variants override specific properties without breaking inheritance. Renaming, reparenting, and refactoring propagate cleanly because references are GUID based.
- GUID based references across files
- Variant overrides with inspector badges
- Bulk refactor with rename safety
- Find Usages across the project tree
Editor workflows
Block out and playtest
Drop primitive volumes, enable Play In Editor, and iterate on a level shape in the same hour. The full gameplay systems are live during block out.
Environment pass
Foliage painting and biome rules let one artist cover a square kilometer in a week. Non destructive layers keep every pass reversible.
Simultaneous review
A lead opens the same scene as the artist, jumps to the selection, and leaves inline notes. Changes from the review merge back without an export.
Keep exploring
Asset Pipeline
How imports get sandboxed, hashed, and cached so two editors never disagree on what a texture compiles to.
Rendering
What the editor viewport is actually showing you, and how lighting previews stay consistent with the shipped build.
Editor tutorials
From opening an empty project to shipping a small playable level, forty five minutes end to end.
Open the editor
Grab the SDK and the reference project. You will have a level streaming and running within a coffee break.