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
| Setting | What it does | Default |
|---|---|---|
Autosave | turns autosave on | on |
Autosave Rate | how many seconds pass from an unsaved edit to the autosave | 60 |
Max Autosave Files | how many copies are kept. When the limit is reached, the oldest is deleted | 25 |
The timer runs only while there are unsaved edits
One autosave does two things:
- Writes a copy of the level to
<game folder>/backups/<level id>/ - Saves the level itself, as
Ctrl+Sdoes
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(orlevel.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
| Setting | What it does | Default |
|---|---|---|
Grid On By Default | whether the grid is on when the editor opens. This is only the starting state | off |
Grid Size | the side of one cell, in world units | 1 |
Grid Opacity | how visible the lines are, from 0 to 1 | 0.25 |
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
| Setting | What it does | Default |
|---|---|---|
Multi Select Requires Hold | on: 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 adds | on |
Preview Collider On Select | draws the hitbox of every selected object as a translucent fill | off |
Pick Invisible AABB | a click picks an object by its whole rectangle, not by what it draws | off |
Long Press Delay | how long a hold lasts before a menu opens, in seconds | 0.5 |
Long Press Travel | how far the cursor may move during the hold before it becomes a drag | 8 |
Selected Hitbox Opacity | how solid the hitbox of a selected object is drawn | 0.5 |
Hitbox View Opacity | the same for the view of all hitboxes, fainter because hundreds of them overlap there | 0.25 |
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
| Setting | What it does | Default |
|---|---|---|
Gizmo Handle Scale | how 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 finger | 1 |
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
| Setting | What it does | Default |
|---|---|---|
Allow AI Connections | lets a client connect. Only this computer can connect, one client at a time | off |
Port | the port the editor listens on. 0 picks a free one on every start, otherwise from 1024 to 65535. Any other number reverts | 0 |
Playhead Follows the AI | where the playhead goes after the AI looks at a frame. Off: back to where you left it. On: it stays on that frame, paused | on |
Reveal AI Edits | after each AI edit, selects and pings what it created or changed. Never while you drag, type or play | on |
AI Operation Delay, seconds | seconds 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 reads | 0.1 |
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
Parameters set the things that are awkward to change later: the length in frames and the framerate
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
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: