> For the complete documentation index, see [llms.txt](https://docs.fullscreen.no/info/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.fullscreen.no/info/standalone-assets/runtime-studio/setup-guide/scene-setup.md).

# Scene Setup

#### 1. Create the host object

In your scene that will act as an overlay, create an empty GameObject such as:

`Runtime Studio`

#### 2. Add the main component

Add this component to the host object:

`RuntimeStudioEditor`

#### 3. Set the editable scene

* Assign the `Player Editable Scene` on `RuntimeStudioEditor`
* Point it to the gameplay scene that should be edited at runtime

#### 4. Assign a free camera (optional)

You can assign a camera to the Runtime Studio host.

If no camera is assigned, Runtime Studio will use:

* the isolated edit camera, or
* `Camera.main`

#### 5. Assign settings

Assign a `RuntimeStudioSettings` asset directly in the `RuntimeStudioEditor`.

#### 6. Register scene assets in the library

Any GameObjects that exist in the **Player Editable Scene** and should be editable by players must have their meshes and materials registered in the Runtime Studio Library.

When placing custom objects in the editable scene, remember to add:

* Their Mesh assets
* Their Material assets

to the Runtime Studio Library. Otherwise, Runtime Studio may not be able to correctly restore those objects at runtime.
