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Editor settings

Autosave, the grid, selection, gizmos and new-level presets are set here. Autosave is on by default and fires 60 seconds after an edit

Game Editor

Autosave, the camera, selection and file formats are set here

SettingWhat it doesDefault
Autosaveturns autosave onon
Autosave Ratehow many seconds pass from an unsaved edit to the autosave60
Max Autosave Fileshow many copies are kept. When the limit is reached, the oldest is deleted25

The timer runs only while there are unsaved edits

One autosave does two things:

  1. Writes a copy of the level to <game folder>/backups/<level id>/
  2. Saves the level itself, as Ctrl+S does

A copy holds only the level file. There are two ways to restore it:

  • in the level settings: Dangerous Zone → Restore from backup
  • by hand: copy it into the level folder under the name level.json (or level.blob)

More - Not losing your work › Autosave

Camera Min Size and Camera Max Size limit how far the editor viewport can zoom in and out

Multi Select Requires Hold and Pick Invisible AABB change what a click in the viewport means. Check them if selection suddenly behaves differently from what you are used to

Level Serialize Mode and Resources Serialize Mode set the default format for writing to disk

Publish Language picks the language a Workshop item's title and description are published in first: English (the default) or System, the device's language

More - Speed and shortcuts

Grid

The viewport grid is drawn behind the level and helps you place objects

SettingWhat it doesDefault
Grid On By Defaultwhether the grid is on when the editor opens. This is only the starting stateoff
Grid Sizethe side of one cell, in world units1
Grid Opacityhow visible the lines are, from 0 to 10.25

The grid button on the toolbar turns it on and off. That state is not saved between sessions

How the grid looks:

  • It has no edge. The cell changes in steps of 10 as you zoom, and the finer grid fades in gradually
  • If a grid level would need too many lines, that level is switched off rather than thinned out
  • The line colour is always the inverse of the camera background on the current frame, so the grid stays visible when the background changes. You set only the opacity

With snapping on, dragging a position sticks to half a cell: to the crossings and to the cell centres. It uses the grid you can see. With the grid off, the position sticks to a fixed step

Selection

SettingWhat it doesDefault
Multi Select Requires Holdon: in multi-select mode a click adds only while Ctrl is held, and a plain click replaces the selection. Off: while the mode is on, every click addson
Preview Collider On Selectdraws the hitbox of every selected object as a translucent filloff
Pick Invisible AABBa click picks an object by its whole rectangle, not by what it drawsoff
Long Press Delayhow long a hold lasts before a menu opens, in seconds0.5
Long Press Travelhow far the cursor may move during the hold before it becomes a drag8
Selected Hitbox Opacityhow solid the hitbox of a selected object is drawn0.5
Hitbox View Opacitythe same for the view of all hitboxes, fainter because hundreds of them overlap there0.25

Releasing Ctrl in multi-select mode clears nothing and does not leave the mode. Only the next plain click replaces the selection. More on the mode - Hierarchy and clipboard

The collider button on the toolbar shows the hitboxes of everything in the frame, the player's circle included. That state is not saved between sessions. If there are too many hitboxes on screen, the view switches itself off with a message rather than drawing only some of them

An object with no collider draws no hitbox in either view, and neither does an inactive object

The fill colour of both views is Settings > Graphics > Colliders Only Mode > Fill Color, shared with the game's "Colliders Only" mode (Settings). The two opacities above stay the editor's own settings

Gizmos

SettingWhat it doesDefault
Gizmo Handle Scalehow large the drag handles in the viewport are, from 0.1 to 10. A handle sized for a mouse is hard to hit with a finger1

The handles keep the same size on screen at any zoom

AI agent

AI Agent (MCP) lets an AI client that speaks MCP edit the open level. Only on Windows, Linux and Mac: phones and tablets do not show this section

SettingWhat it doesDefault
Allow AI Connectionslets a client connect. Only this computer can connect, one client at a timeoff
Portthe port the editor listens on. 0 picks a free one on every start, otherwise from 1024 to 65535. Any other number reverts0
Playhead Follows the AIwhere the playhead goes after the AI looks at a frame. Off: back to where you left it. On: it stays on that frame, pausedon
Reveal AI Editsafter each AI edit, selects and pings what it created or changed. Never while you drag, type or playon
AI Operation Delay, secondsseconds the editor waits between two AI operations, from 0 to 5. 0 applies each at once. Playing, pausing and moving the playhead are never delayed, and neither is anything the AI only reads0.1

Copy Client Config copies the config an MCP client takes, with the path to the server and to the game's connection file filled in

The line under the settings says what the editor is doing: off, listening on a port, connected, or stopped from the AI badge in the editor

These settings are kept on this device only

More - AI assistant

Create a level

Level Presets set what a new level starts with: empty or with a small scaffold. Without a preset you would have to build that scaffold by hand every time

Caution

Parameters set the things that are awkward to change later: the length in frames and the framerate

Tip

The "level" File Format and "metadata" File Format lists pick the format the level and its metadata are written to disk in. Both can be changed later in the level's Dangerous Zone

More - Your first level: the route

Library

Library is the last tab, after Community. It holds the resources you reuse across levels: the device library, your own collections and, in the Steam build, the collections you subscribed to in Steam Workshop

The column on the left picks the kind: Collections, then prefabs, themes, shapes and effects, then textures, fonts and audio. Here you create and edit collections, copy entries between them, import and export them, and in the Steam build publish your own

More - Library and collections

Using someone else's work

Every external resource in a level (music, images, fonts, texts) has to fit one of two options:

  • a licence at least as free as CC BY-NC
  • the rights holder's own permission for public non-commercial distribution
Caution

A private "sure, no problem" is not enough. A level under CC BY-NC is distributed publicly. The permission has to cover exactly that, not only your personal use

A level that stays on your device is not checked. The rules apply at one moment: when the level is handed to a service

The full rules, the list of accepted licences, the request template and where to look for resources: