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Welcome

ThePrototype is a collaborative 3D prototyping app that runs entirely in your browser — peer-to-peer, with no server and no accounts.

You build scenes from primitives, imported models and packs, wire behavior with a visual node graph, and everything you do is instantly visible to everyone connected to you. Peers connect directly to each other (WebRTC); the only shared infrastructure is a small signaling service used to establish the connection.

Quick start

  1. Open the app in a desktop browser (VR headset browsers work too).
  2. Create something — right-click the empty viewport and pick Add ▸ Mesh ▸ Cube. (If you prefer Shift+A for the Add menu, switch on Shift+A quick add in Settings ▸ Controls ▸ Keyboard & mouse.)
  3. Move it — click the cube to select it, then use the gizmo (1 move, 2 rotate, 3 scale).
  4. Invite a friend — open the Connect panel, copy your peer ID and send it to them. They paste it into their own Connect field and press Connect; you approve the request, and from then on you are editing the same scene together.

Tip

Everything replicates automatically: objects, transforms, materials, the node graph, chat, pings and voice. There is no "sync" button — if you can see it, your peers can too.

Install it as an app. theprototype.app is a web app you can install: your browser's Install app (or Add to Home screen on a phone) puts it on your desktop or home screen, and it opens in its own window without the browser's bars — on a phone that gives the scene the whole height of the screen.

Open source. The app itself is open source under the MIT licence: github.com/theprototype-app/core (also Settings ▸ About ▸ Source Code), with a contributing guide and an llms.txt for coding agents.

What's new

1.39 — logic you can see. The Node Graph Debugger pauses your game when an event reaches a node with a breakpoint (F9), steps event by event (F10), shows the live value on every wire and keeps a watch list — all local to you, while the other players keep playing. The Timeline lays camera shots (with a glide between two cameras), animation clips, sounds and events into a sequence that the Play Sequence node or Autoplay starts — in exported games too — and On Sequence Event wires back into your graph. Measurements are now kept in the scene: in the object list, shared and saved, and Tab edits their points. Scattered rocks and trees can be solid for every player. The app sends anonymous error reports — no account, no IP, no scene content; Settings ▸ Privacy turns them off — and status.theprototype.app says whether the service is up. Also: the budget chip moves and hides in Edit positions, large CC0 materials reach every peer, Settings ▸ About ▸ Third-party licences lists every library the app uses, small models skip the optimizer, Statistics groups with other windows and a floating window drops into a split dock pane.

1.38 — build precisely. Measure snaps to corners, edges and faces, chains segments with a running total and the angle between them, and pins dimension labels only you see; Align, Distribute and Drop to ground line up a selection from the Properties Arrange section or the object menu's Transform ▸, one undo each. The Asset Browser brings free CC0 models, skies and textures from Poly Haven and materials from ambientCG into your Library, sky and material presets — every asset keeps its credit. And a Terrain can be painted with four texture layers and scattered with trees, rocks or any Library model.

1.37 — fast on every device. Big models are optimized as they come in: over 50k triangles or with a texture over 2048 px, an import gets a level-of-detail chain and its textures are resized and GPU-compressed (KTX2/Basis — about an eighth of the texture memory on a Quest), while the original stays in the Library and the toast offers Keep original only. Settings ▸ Import holds the defaults, a file's Properties has its own Import settings and Reimport, and Configure Scene ▸ Level of detail sets one LOD distance for the whole scene. Exports get Optimize for: For Quest / web — a GLTF becomes a compact .glb, a Scene keeps its format with compressed textures and LOD chains. A budget chip beside the toolbar says whether the scene fits a Quest, a phone or a desktop, and Statistics ▸ Budget lists the heaviest objects with what optimizing them would save. HEIC / HEIF photos import as images and textures, and Race keeps its shadows in VR — inside the Quest budget.

1.36 — your 1.35 review. Right-click the Connect bar — or press and hold it on a touch screen — for Move, Pin to top row / Float, Reset position and Reset all, in or out of Edit positions; a moved Connect bar stays where you put it. The buttons beside the logo, hidden by default on a computer, come back from Edit positions: their menu's Show cluster turns them on and their grip moves them like every other cluster. When a sidebar is pinned, unpinned or closed, the logo, the buttons beside it, the corner buttons, the profile and the Connect bar jump to their new place at once instead of sliding, and the profile menu opens under the profile button wherever it is. Hold Ctrl (Cmd on a Mac) while dragging a floating window to place it without docking — over a sidebar or the dock; docking stays the default, and on touch a docked tab's Undock into a floating window takes a window out. Fixed: switching dock tabs no longer flashes a docked Statistics, Objects, Chat or AI assistant window full screen for a frame, and the empty dock's tab strip no longer shows a sliver of a tab bar left of its +. Under the hood: the open security alerts are cleared, Node is pinned, and every release ships an SBOM.

1.35 — your 1.34 review. A floating window now moves by any empty part of it, not only its header, and docks by drag — onto the dock's tab strip, the bottom edge or either sidebar, with the mouse and on an unfolded phone by touch; right-click (or press and hold) its header or a group tab for the window menu: Dock to bottom, Move to the left / right sidebar, Float, Group with…, Bring to front, Reset size, Close. T opens an empty dock that takes a drop, and every + lists every window: one that is already open is ticked, says where it is and comes to the front there — no second copy — and Ctrl- or Shift-click picks several. Sidebars get a + too, stay open when you empty them, and Ctrl+B / Ctrl+Alt+B show and hide the left and right sidebar with their tabs kept open. The dock splits side by side: Split puts two windows in one A / B tab with a draggable divider, and splits are remembered. Every docked window — Statistics, Chat and the AI assistant too — stops at a Full-height sidebar. Edit positions arranges every button cluster — the toolbar, both corner stacks, the buttons beside the logo, the top-right group and the Connect bar: drag one anywhere, it snaps and never overlaps, and Rotate to vertical stands the toolbar on the left edge; Move toolbar works by touch. The Connect bar is Pinned or Float, and a floating one with no room turns compact. In focus mode a Viewport button beside Exit focus shows or hides the 3D preview, and the choice is remembered; Settings no longer closes your sidebars or docked windows. Fixed: a Profiler selection counts exactly the frames you picked, an invite link to a server that cannot be reached puts you back online on your previous server, a big scene no longer stalls a phone while it opens, and repeated lines in Copy diagnostics are counted (×N).

1.34 — your 1.33 review. Right-click any value in Properties or Configure Scene (press and hold on a touch screen) to copy, paste or reset it — one number, a whole vector or just its X, Y or Z, a colour, a choice, or a whole section from its header (also Copy as JSON); Ctrl+C / Ctrl+V over a field skips the menu, a section pastes to every selected object, and every paste is one undo. It is plain text, so 1, 2, 3, Vector3(1, 2, 3), #ff8800 and JSON all paste back. Sidebar tabs get an ×, a right-click menu and sideways scrolling; drag a tab into the 3D view to float it, onto the dock or onto the other side, with every drop highlighted first. Any window — Node editor, Code, Explorer, Statistics… — can live in a sidebar, with no second header, and the header lock sits beside Full height. Toolbar buttons that do not fit fold into a » menu and come back by themselves; a right-click anywhere on the toolbar opens its menu; the … button and the Connect bar can be hidden, and the Connect bar takes its own row only when the top is full. The toolbar keeps clear of full-height sidebars, and with a mouse Edit positions arranges the row beside the logo too. Focus mode on a docked window now fills the whole window while the sidebars step aside, and the 3D view stays with you as a live, resizable picture-in-picture you can orbit, select in and transform with W / E / R. The camera preview resizes too. On a phone Statistics is a dock tab, and the tip in More goes away once you have arranged the bar (Settings ▸ Interface ▸ Reset tips brings it back).

1.33 — your 1.32 review. On a computer each side of the screen has one sidebar, and Configure Scene, Properties, Objects and any window you dock to an edge are its tabs — opening one brings its tab forward instead of a second column. Drag a tab to the other side to dock it there, and the ↕ button runs a sidebar from the top edge to the bottom. A lock in the Properties and Configure Scene headers lets the name and Filter properties scroll away. On a phone you arrange the bottom bar from More: press and hold any item and drag it onto the bar, along it or off it — Play too — up to seven items, with Inspect, Move, Rotate, Scale, Statistics, Tools & View and Focus mode all placeable, and Show switches for the selection toolbar, the dock's tab row and the grab handle; Edit bar… is gone and a 1.32 bar carries over. Every floating window docks by dropping it on the dock's tab row — Objects, Statistics, the Live profiler, Chat and the AI assistant too — and floating windows can overlap the dock. Focus mode (Ctrl+Space) gives the screen to the 3D view or to the docked window under the pointer; Esc brings everything back. Edit positions now reaches the top-right icons and the touch tools, with up to four buttons a corner; Lift corner buttons above docked panels joins the toolbar's menu, and workspace layouts keep the toolbar — the desktop one and the phone bar separately. Configure Scene starts with a Quality preset (Auto / High / Medium / Low, this device), the auto-quality notice is one card instead of a stack, the unsaved-scene notice no longer flickers while a peer edits, and Save options open full screen on a phone.

1.32 — your 1.31 review, fixed. On a phone every sheet has one grab bar: drag it to resize the sheet, swipe it down to close it, and no sheet covers Play. Customize character and Profile settings open again from the profile menu, and in the Explorer you press and hold a file or folder for its actions. Docked windows close from their tab; Undock sits beside Minimize the dock (Settings ▸ Interface ▸ Windows & chrome ▸ Undock button can take every tab out as one window), a floating window with tabs can Dock all tabs, a tab dragged onto a floating window joins it, and the phone's + opens a Windows sheet. Long names stay on one line, and Layouts is a regular dialog (a dock tab on a phone). Automatic quality no longer switches water refraction and the rest off and on, and says what it lowered once, with Keep full quality. A big photo now becomes a texture instead of being refused, and the new Image editor crops, rotates, resizes and adjusts a picture and updates its textures for everyone. Templates ▸ Examples ▸ Aquarium is a reef from the new Aquarium Kit, swimming with four new motion nodes — Follow Path, Wander, Orient to Velocity and Body Wave — with a Fish scales preset. LOD groups no longer stay on their first level in scenes with water.

…and from your review of the 1.32 preview. Right-click (or press and hold) a toolbar button ▸ Edit positions to drag the toolbar and corner buttons into place — − removes, + adds, ✓ applies. On a phone the selection toolbar's Inspect opens and closes the properties, a tap on a selected object deselects it, adding an object no longer opens the properties, and Interact gives your selection back when you leave it and carries things from the point you grabbed. Phone sheets pull down to close from their list, the main menu closes on a press outside it, and a note steps through all the notes. Tabbed windows drag by touch, and on a computer you can drop a window onto the dock's tab bar exactly where you want it; the dock's + lists every window, the Image editor included. Customize character opens a studio around your character, and Surprise me deals a new look on every press. Dialogs cover the whole screen, and questions — Delete flow, Restore previous session? — are dialogs instead of toasts. The connection pill shows a coloured dot, and reconnecting after a tab switch no longer toasts. The node editor has a one-line breadcrumb bar, and the Profiler a Details and Settings sidebar and a resizable split. And from the second look at the preview:

  • On a phone, Properties, Objects, Notes, Configure Scene and Layouts are tabs of the bottom dock beside the Explorer, instead of drawers behind it. Inspect brings Properties to the front, nothing covers Play, and unfolding the phone puts each panel back in its sidebar or window — folding brings the tabs back.
  • Tapping the bottom-bar button of the view on screen minimizes the dock; the main menu closes as Configure Scene opens on a phone (on a computer it stays open).
  • More can come off the phone's bottom bar, and Play can move along it. Play starts as plain Play on a phone; pick VR or AR from its press-and-hold menu and its icon follows.
  • The selection toolbar follows a sheet as you resize it, without lagging behind, and the profile sheet no longer repeats your picture.
  • The phone's Connect chip says Connected, Connecting… or Offline beside the dot when there is room.
  • The peers panel is wider, one row per person; on a phone it is a sheet like the notifications.
  • The main menu's Project section has a compact two-column layout — New from template…, Load | Save ▾, Import | Export… — and ▾ opens one Save options dialog. A phone keeps the list; Settings ▸ Interface ▸ Project actions switches.
  • Settings rows keep a switch, a short list, a colour or a button beside their name again, and stack only what cannot fit.
  • Modules on a phone keep their buttons to the right and expand a long description on a tap. In Browse, install several at once: each card says Installing… until it is done, and a failed one says why with Retry.

1.31 — drag to place. Drag any object from Explorer ▸ Packs or ▸ Library onto the viewport and a ghost shows where it will land and how big it is — width × depth × height in metres beside the pointer, the real model when it is already loaded and light enough, its box otherwise. R or the wheel turns it, Alt drops it at the camera's focus, Esc or dropping back on the Explorer places nothing, and a drop is one undo step that everyone sees. On a phone, press and hold a card to drag it. Settings ▸ Scene ▸ Performance ▸ Placement preview picks how detailed the ghost may be. Packs mark what is downloaded, and a pack item's Delete is now Delete cache — the item stays in the pack.

1.30 — a calm new look, on a desk and in a pocket. Every window, menu, dialog, the main HUD and the phone layout now share one interface: one window header and one tab strip, one menu style with a shorter object menu (rare actions one level down, nothing removed), calmer dialogs, and one accent colour — blue for what you can act on, orange only for Play and live states. The HUD is one glass toolbar, the Connect bar collapses to a chip once you are connected, toasts stack three at a time, and Ctrl+K opens a command palette over every tool, window, menu and setting. While you play a small banner says how to stop (a scene can hide it or use its own words). Customize character is a resizable drawer that puts your view back exactly. On a phone, a decluttered layout keeps the logo, a Connect chip and a bottom bar you can rearrange — Add · Objects · Play · Explorer · More — with windows as bottom sheets that remember their height. Light and custom themes restyle everything. Every shortcut, setting, scrub field and panel works as before.

1.29 — groundwork for cloud saves and kept rooms. Under the hood, the app can now tell the theprototype.app cloud plugin when the scene changes, fingerprint what is in it, and hand over or open a whole project — what cloud saves and rooms that stay open when everyone leaves are built on. They switch on on theprototype.app separately; the open-source app is unchanged. Plugin authors: the new calls are in the module SDK.

1.28 — VR + mesh: sculpt and snap the world from the headset, polyline knife, live symmetry, smart unwrap. In a headset, radial menu ▸ Add ▸ Terrain drops a terrain in front of you and you sculpt it with the trigger — Raise, Lower, Smooth and Flatten, the brush sized and weighted on the thumbstick. Grabbing the world with both grips now turns it in 15° steps and sticks at 1×, 2×, 5× and 10× (World grab snapping, on by default), Scene ▸ Dollhouse shows the scene as a model on a table so you can point into it and stand anywhere, and Add ▸ Architecture ▸ has the desktop's twelve walls, doors, windows and stairs. In Edit Mesh the knife cuts along a polyline — Shift+click for each corner, Enter to finish — and live symmetry mirrors every edit across X, Y or Z as you make it, in one undo step. The new Smart unwrap (xatlas) module adds Unwrap ▸ Smart (xatlas) to the UV editor: automatic seams, packed with no overlaps.

1.27 — world + nodes: sky images, architecture, smarter nodes, particles that trail. A sky image (an HDRI) can now be the scene's sky and its light: objects take its colours, shiny ones reflect it, water mirrors its clouds and the sun sits where the photo's sun is. Pick Clear sky, Meadow, Sunrise, Starlight or Photo studio, or upload your own .hdr / .exr, with Rotation, Image light, Sky blur and Tone mapping, and a quality setting for headsets. Add ▸ Architecture builds walls with doorways and windows, doors and casement windows that open in Interact and Play for everyone, and straight, L, U and spiral stairs, every number editable in the Inspector. Math and Gate take up to eight inputs, the Switcher passes on the value wired into the selected item, and the new Camera Rig node makes a camera object follow or watch something. Particles can be drawn as streaks, trails or a ribbon and inherit the emitter's speed, with new Ribbon trail and Magic wisps presets. Duplicating both ends of a joint copies the joint, and detaching one during a run breaks it with sparks. The Drivable Car steers with its front wheels, Blocks drops a hundred blocks in one draw call, and modules get angle motors, joint limits and their own physics world. Every number field is one undo step per drag or typed edit, Esc cancels typing, and on theprototype.app What's New opens with the cloud's own news.

1.26 — editor productivity: edit many at once, prefabs that update, material presets, a new Settings. With several objects selected, the Inspector edits them all: rows that differ show a dash, setting one sets every object, and one Ctrl+Z puts each back to its own value — lights and the visibility and shadow flags included. The pivot point (Median, Active, Individual, Parent) has a toolbar button, in VR a grip carries the whole selection, and dragging a selection in the object list drops it into a group or under a parent. Placed prefab copies stay linked: editing the prefab offers to update every copy, each keeping its own changes, in one undo step for everyone; copies carry their flow graphs, and the Prefabs tab gets folders and tags. Material presets put Wood, Metal, Plastic, Glass, Stone, Rubber and Neon one click away in the Inspector, and you can save, import and share your own. Settings is redesigned — a grouped menu, sub-pages with a breadcrumb, search that shows where each match lives, a reset per category, About ▸ Danger zone and a Compact density. Also new: workspace layouts (Menu ▸ Layouts), chat with @mentions, emoji shortcodes, an unread badge and history for people who join, threaded replies on notes, Report a problem with a picture you can mark up, an Undo toast after Clear scene, Delete, removing a module and resetting settings, and Z to cycle the render mode. Race plays on a phone with pedals and in VR from the driver's seat, and modules get pointer, camera, play-mode and VR-seat hooks. Characters stand on the floor with planted feet, an idle one gets knocked off (stars, a woozy sway, star eyes), and flying in Play is opt-in per game — a scene can also remove it.

1.25 — your feedback, fixed: panels that keep their keys, water that behaves. Keys follow the panel you are in: WASD no longer fly the camera from the Explorer, the Inspector, a node's graph view, the HUD editor or any tool window, the panel with the keys shows an outline, the object list keeps Delete / F / Ctrl+D, and sliders in nodes never drag the graph. The code workspace gains sidebars — Open editors and a searchable Project tree (Ctrl+B); Outline, Problems, Bound nodes and Find in files (Ctrl+Alt+B, Ctrl+Shift+F) — plus a scrolling tab strip, Ctrl+P quick open, Ctrl+Shift+O go to symbol and a guard before closing unsaved code, and a game's Player has code you can open and save. The node editor opens with the whole graph in view, or where you left it (saved with the scene); Tidy graph (L, Shift+L) lays a graph out in one undo step, and every game's Main graph is tidied. A click now selects what is inside or behind water, Alt+click cycles everything under the cursor, and ping moved to Ctrl+Alt+click; opening a scene while another is loading always gives you the newest one. Things under water rise or sink by their density, every water setting works on every preset, scenes can start their simulation on load with one Reset / Pause for everything, and water gains visible bubble emitters, pour emitters, spilling fluid tanks and a lighter look on phones that still bends the light. New: Fluids — Add ▸ Water ▸ Fluid pours real particle water, Flow path makes rivers, chutes and pipes, the Rotate / Motor and Float Along Flow nodes turn wheels and float boats, and the Water works example runs a closed water loop. Also fixed: an old game scene with two modules no longer opens with its two Code link cards on top of each other, and particle fluid no longer tunnels through thin walls under pressure.

1.24 — characters that walk, a race, and your games' stats. Everyone in a session is now a rigged character — nine CC0 KayKit adventurers and skeletons that walk, run, strafe and jump with their camera and reach for their VR controllers — and Customize Character (profile menu) is a side panel with a live preview on yourself: body, head (the character's own, a stylised one or your photo), hat, outfit colour and your ping; the classic floating head is one click away. Templates ▸ Games has a new game, Race: up to four players, three laps round a valley, with laps, speed and grip on the Race rules node and a road you reshape by moving its points. Edit Mesh gains slide edges, fill holes (F), connect (J) and dissolve vertices, solidify and separate, mitered bevel corners and rounded vertex bevels, and two meshes can be combined with a Boolean union, subtract or intersect from the object menu. Checkpoints (Ctrl+Shift+S) keep named and automatic versions of your scene on this device, with a timeline that restores, compares, notes and pins them, and Settings is a window with a section sidebar. Tools ▸ Recording… films a turntable or a flythrough as a webm, and Publish / Export ▸ Community gallery builds a gallery submission for GitHub. Every game keeps one permanent id, so re-exports and the play link count as one game in Your games & stats; community cards, play links and the pause menu get hearts, and the community browser a Mine filter. In a headset a game's HUD floats in front of you as laid out on the desktop, Tools ▸ AI opens an AI chat panel you can talk to, the assistant gets voice typing, and the VR keyboard and Settings panel gain punctuation and a Search tab. Modules can ask api.hud.vrHud() and give their HUD elements a vrText.

1.23 — readable game logic. Every rebuilt game's rules are now one readable script on its Main graph — Mini Golf, Football, Dungeon Realms, The Alchemist's Escape, Sky Run, Target Toss and Marble Maze — wired to its buttons, HUD, sounds and the kit: tune a number in the node's properties panel, or change the code and press Ctrl+S, and the game plays by your rules on every player's screen, saved with the scene. The scene's graph is the Main graph, and opening an older game adds links to the code that runs it. Every node's properties are in the node editor's side panel (Script inputs, Behaviour params, module nodes), and a double-click opens any node's code — module code read-only, with Make editable copy for nodes bound to it. The code workspace puts scripts, behaviours, script files, module sources and the graph as JSON in tabs; Ctrl+S checks the code and reloads every node that runs it, on every peer, and broken code never applies. Script nodes grow the sockets their code uses and get api.object, raycast, keys and spawn; Math gains pow, sin, cos, abs, round, floor, clamp and negate; and HUD Button, On Game State and HUD Timer now give a value when wired into a number input. The node editor has its own keys — shortcuts follow the panel you clicked, so C opens the chat only from the 3D view — plus groups you open like folders, markdown notes and frames, right-click menus for the canvas, a node and a selection, mute, collapse, align and nudge, undo for every edit, and a ? cheat sheet. Settings ▸ Node types hides the node types you never use, groups save and load as .tpnode files, and the Edit Mesh keys can be rebound. For modules, api.kit.provide lends a game's rules its engine, behaviours get sockets, and api.flow.seedGraph seeds a wired example once.

1.22 — VR + water. Any object can be water: Add ▸ Water makes a tank, a pool or an ocean with waves, refraction, caustics, foam, underwater fog and bubbles, in nine presets from Pool to Lava and Ice, plus Rain and Snow particle presets. Things float — or sink, or drift with a river — and Add ▸ Simulation ▸ Fluid tank is a glass box of liquid you can slosh and pour. The Jiggle node makes anything lag, wobble and sway. Concave scenery collides as it looks with exact mesh colliders, Decompose keeps a moving arch's openings, and collision groups make ghost walls; On Impact / On Enter / On Exit get only with and other. In a headset the radial menu has the desktop's names and icons, every VR setting is in it, every button can be remapped, and seated mode, height, smooth turning and the comfort vignette work everywhere, not only in games. Welcome to ThePrototype VR and a six-step editor tour show newcomers around (Tours), and the Quest browser offers Enter VR by itself. Opening a scene puts the camera on its start view at once — with Hold camera until loaded if you want it kept there — and Modern placeholders are the default. Community joins the profile menu under Support the project (Community), and Templates ▸ Examples has five new scenes: Aquarium, Pool party, Island ocean, Jelly room and Fluid tank toy.

1.21 — quick fixes, publish anywhere. Menu ▸ Publish / Export gathers both ways out: publish to the community with a play link and QR code that open straight into the game, or export a zip of plain HTML that plays on itch.io or any static host, or an iframe snippet — every one with the Made with ThePrototype badge. On a phone, games get touch action buttons you can rearrange and re-skin. A new loading placeholder style fills up as each model downloads, can be moved while it waits, and turns red with Retry and Replace model… when a file fails. Every theme is readable now, Settings has a real search (names, groups and keywords), menus and panels no longer select text when you drag (setting), the logo menu fits and scrolls on short and folding phone screens, the Live profiler moved into the Profiler tab, a phone's automatic quality follows its own refresh rate, hand-set fog keeps its near and far, and Ctrl+D with nothing selected creates nothing.

1.20 — five new games, measure on the device, build games from a kit. Five new games are in the Games tab with no download: The Alchemist's Escape, Marble Maze, Mini Golf, Sky Run and Target Toss. The Profiler records frame time, draw calls and triangles — and, in detail, which objects draw most — against the Quest budget, compares two recordings, and watches a headset live from the desktop; Report this moment keeps the last 30 seconds when something stutters. Games get a game kit (rules, rounds, levels, score, pickups, enemies with health and movers) as Kit: nodes and as code, and game logic can be written as a small behaviour file with a live node view. The Script node gains typed inputs and outputs, Flow Code shows a graph as compact text, and modules now unload completely.

1.19 — doors that open, scenes that load, games that switch. Four new packs (Interiors, Town & Market, Interactive, Arcane Study) and two new example levels; doors, lids and levers work in Interact and Play, and nothing animates by itself any more. Every pack object has levels of detail. Big scenes load with a progress bar and Cancel, opening another scene asks about the game's modules, and Clear scene can clear the game setup too. A frame counter shows FPS and draw calls.

1.18 — menus, levels and smooth frames in a headset. Every game has the same pause menu with per-game Settings and Levels; in VR the left X opens it. The controller laser is easier to see, the radial menu follows the thumbstick, teleport keeps you inside the play area, and some games let your grips move the world. Towers becomes twelve levels with stars, the Stars Room makes stars with a clap, and three new nodes — On Clap, Point Grab and Game Setting — build games out of settings and gestures. A headset starts with lighter quality and simplifies distant models.

1.17 — games that look finished. Edit and Interact (the I key), click-through glass, a Module content section in the object list, and Test play that starts a game from its menu. Every game got a start screen, best scores saved on the device (Store Value), game sounds, music, banners and controller buzz; four kit packs and three walkable levels arrived.

1.16 — Waves, and one world to keep. Waves joins the Games tab, the tab shows every game again, and two people pressing play at once no longer fight over the simulation.

1.15 — where everyone is. Every scene card in the Explorer shows who is in it, with Join ‹name›; scenes can be renamed and their files follow; copy and paste a scene to get a new one. Dungeon Realms and Untangle became games, ?embed=1 hides the editor for embedding, and (1.15.1) public rooms take a code or a knock.

1.14 — heavy models stop being a cliff. A model is weighed before it lands, and one that would hurt asks first, with Reduce on a background worker as a third way out and Restore original model to take it back. See Importing files. Football joins Towers and the Stars Room as a Games-tab template.

1.13 — knock it about. Hit a floating object with your hand and it flies off, with an On Hit node to react to it; the Stars Room and VR Football are built on it. Scene look becomes one section with post-processing node graphs, materials can be shared between duplicates, and proportional editing reaches your peers.

1.12 — hold together. A connection request now ends rather than hanging, a session has a size, the signaling link stops giving up, and a scene too heavy for your machine reduces quality or pauses instead of freezing — with a Statistics panel and a diagnostics bundle you can copy into a bug report.

Where to go next

Getting started

  • Controls — navigation, selection, the transform gizmo, shortcuts and right-click menus.
  • Tours — the editor tour and the VR welcome, and how to replay them.
  • Settings — the grouped menu, search, sub-pages, resetting a category or everything.
  • Connection — invite links, approving peers, and choosing a signaling server.

Building

  • Explorer — your local asset library: import files, organize folders, drag assets into the scene.
  • Packs — ready-made model and audio collections you can browse and import.
  • Prefabs — save any object as a reusable asset, update every placed copy, sort them into folders and tags.
  • Material Presets — named surface looks, seven built in, saved and shared with your session.
  • Architecture — walls with doorways and windows, doors that open, and stairs, all from numbers you can change.
  • Mesh Editing — vertices, edges and faces: extrude, bevel, polyline knife, loops, and mirroring live or in one go.
  • Snapping — line things up: grid steps, surfaces, and snapping onto real geometry.
  • UV & Textures — unwrap a model, paint on it, and give parts of it their own materials.
  • Scene Look (Post-processing) — grade the finished frame: ambient occlusion, colour, bloom, grain. Saved with the scene and shared with everyone.
  • Animation — keyframe clips with a timeline, curves, markers and onion skin.
  • Physics & Simulation — mass, joints, dropping and throwing objects.
  • Colliders — collider shapes, exact meshes, decomposition, collision groups and sensors.
  • Particle Effects — dust, smoke, fire, sparkles, rain and snow, drawn as sprites, streaks, trails or ribbons.
  • Water — tanks, pools, oceans and lava with waves, refraction, caustics, foam and bubbles.
  • Fluid Tank & Jiggle — particle liquid you can pour, and springy secondary motion.
  • Fluids — particle water poured into the scene, rivers, chutes and pipes, and wheels that turn it.
  • Terrain & Sculpting — add ground and shape it with a brush, on the desktop or in a headset.
  • Saving & Sessions — the .tpscene bundle format, GLTF export, sessions and autosave.

The scene

  • Camera & View — lens presets, render modes, shadows, the grid, the environment and sky images.
  • Notifications & Notes — the notification center, scene notes and pinging.
  • Music & Sound — shared background music, spatial sound and voice chat.

Behavior, AI & more

  • Node System — the Flow editor that drives animation, logic and interactivity, plus a reference page for every node.
  • AI Assistant — build and edit the scene from a prompt.
  • VR Guide — the full room-scale control and radial-menu map.
  • Modules — enable playable content modules or write your own.
  • Community — publish a scene from the app, share its link, play and remix what others made, enter a contest.