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 SceneonRuntimeStudioEditorPoint 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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