The Studio
The in-game editor: a hierarchy on the left, the world in the middle, the inspector on the right.
The Studio opens inside your game. It has the shape other game engines share.
Hierarchy (left): the GAME (its rules), the ROOM (settings, script files), the THINGS standing in it grouped under their item, the STOCK the game holds, and the game's ROOMS. Click a thing in the world to select it.
Inspector (right): what is on the selected object. Bricks as cards with their fields; the script as a card that opens the Script Studio. On a placed thing you see what every one of it has (set on the item) and what this one has on top.
Script Studio: every script in the game in one window, with an outline, Ctrl+click to jump to a definition, the compile error on its line.
TEST saves and walks you into a private copy. PUBLISH ships it. The top bar shows the API version the game runs on and offers the upgrade when a newer one exists.
Everything the Studio does is an edit of the folder; the GAME inspector shows the command to pull it.
Voxel blueprints
Create item frames locally with the blueprint CLI workflow. The frame contract covers palettes, full grids, layers and animations. Push a draft, then open its latest prototype from your bag for visual finishing.
Entrance appearance
Select GAME or ROOM in the hierarchy, then use Entrance Appearance to choose the default floor star or a mint already in the experience’s stock. The custom entrance keeps the mint’s original shape and walking rules, so design a reachable entry tile. Use for entrance updates the outside object immediately without publishing gameplay. The mint remains available for instances inside the game. Choose Default star to reset it. CLI and MCP support.
This page as markdown, for you or your agent: /studio/overview.md