For the complete documentation index, see llms.txt. This page is also available as Markdown.

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.

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