Not losing your work
What autosave and undo cover and what they do not, which actions have no undo at all, and how to get a level back
Three things protect your work: autosave, undo and a copy of the level folder. Each covers something the others do not. The complete snapshot of a level is only a copy of its folder, because the whole level is one folder
The habit
Ctrl+S after every section you finish. A copy of the level folder before every restructure. The Rules check before you call the level done
Autosave
Autosave is on by default. It works like this:
- An unsaved edit appears - a
60second countdown starts - The game writes a copy of the level to
backups/<level id>/in the game's folder, outsidelevels - Then it saves the level itself, as
Ctrl+Swould
An editor left open with nothing changed writes nothing. Whatever you changed since the last save, yours or autosave's, lives only in memory
25 copies are kept, the oldest is dropped first.
A copy holds the level file alone, with no metadata, no track and no images. It survives the level being deleted.
A copy of a protected level is protected with that level's password
The switch, the interval and the number of copies are in Settings → Game Editor
Restoring: Level Settings, the Dangerous Zone tab, Restore from backup. Copies are listed newest first, each named by the moment it was taken.
The file being replaced is copied into backups first, so a restore can itself be undone
You can also restore by hand: copy the backup into the level folder as level.json (or level.blob)
Unsaved changes
An action that would replace or leave the open level first asks what to do with unsaved edits:
- opening another level from the level list, including copying a level and opening the copy
- creating a level
Exit to Menu, from the editor settings and from Level SettingsRestore from backup- in the
Dangerous Zone: copying the level and opening the copy, changing a file format, setting a password
The dialog has three answers:
Save- saves the level, then carries on with the actionDiscard and continue- the red button, and the only answer that loses your editsCancel- does nothing
Play from Level Settings asks too, with two answers: Save and play and Cancel. There is no discard, because coming back from the game reads the level from disk again.
With nothing unsaved no dialog appears
What undo covers
Undo covers edits to the level, and only those. Every change to objects, keys, resources, themes, prefabs and settings goes through one operation buffer
Anything that does not change the level is not undone:
- which gizmo, which timeline tool, whether snapping and the grid are on
- panel layout, which tab is open, where the playhead is
- the clipboard buffers
- the session's regenerated seed. Reloading the level picks it again
- saving. Undo walks the level in memory back, not the file on disk
What has no undo at all
Two actions write straight to disk:
- Changing the level's file format. Writing the level as
Blobdeletes theJsonit replaced. And aBlobcannot be read or repaired by eye - Deleting a level. That is why it sits in the
Dangerous Zone
The Raw tab
The Raw Data tab shows the entire saved file as a tree of fields. It checks nothing: no rules, no clamps
It is the last resort. Its whole session commits as one operation, and that operation can be undone
What you wrote inside the Raw Data tab was never checked by anything. Keep a copy of the level folder at hand. More - The level folder and backups › Backups and recovery
Rules
The check worth running is the Rules tab. It shows what validation found: broken references, duplicate ids, parent cycles, prefabs nested too deep, overlapping beat segments
The game can repair some findings: one at a time, or all at once with Fix All.
Repairs are applied with Save, as one operation that can be undone. Discard throws them away.
Graph findings carry no repair
An overhanging child span is not an error. It is legal data behaving as designed.
To fit lifetimes, run the span-fit modifier