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Bring your prop into Engine

Intermediate 15 min engine

Import your textured asset into a scene, give it physics components, test it in Play mode, and send it back for edits without leaving the app.

What you'll learn#

You will place your prop in a real scene in Engine, give it physics, test it in Play mode, and use the round-trip that sends it back to Sculpt or Pigment for edits.

Before you start#

  • Finish Texture your prop in Pigment, or have any textured mesh ready.
  • Engine is a backed module. It uses WebGPU when the browser has it and falls back to WebGL2 when it does not, so it opens either way.
  • Worth knowing: Engine is a full game engine. A scene is a tree of entities in the Scene Graph, and each entity is a set of components (Transform, Model, Light, Camera, RigidBody, Collider, Script).

Steps#

  1. Open Engine and either start from an empty scene or load one of the demo templates to get a ground plane and lighting for free.

    Warning: demo scenes are not saved. If you build on one, save it as your own project before you leave.

  2. Import your prop. Send it across from Pigment, or import the .glb directly. It arrives as an entity with a Transform and a Model component already attached.

  3. Select the entity in the Scene Graph and check its Transform in the inspector. Position it on the ground and set a sensible scale now, because everything downstream inherits it.

  4. Add a Collider with Add Component. Without one, the prop has a shape you can see but nothing the physics can touch.

    Tip: match the collider to the job. A simple shape that approximates your prop is cheaper at runtime than an exact mesh collider, and for a rock nobody will notice the difference.

  5. Add a Rigidbody if the prop should be affected by physics. Leave it off for scenery that never moves, since static geometry is cheaper.

  6. Press Play. Physics runs for real in this mode, so a prop with a Rigidbody and a collider will fall, land and settle.

  7. Watch what happens on landing. A prop that sinks through the floor, jitters, or bounces oddly is telling you its collider or its mass is wrong.

  8. Press stop and adjust. Play mode is for testing, not for authoring.

  9. Fix a modelling problem without leaving Engine: right-click the prop in the Scene Graph and use Edit in to open it in Sculpt, Pigment or Retopo. Your edit comes back and updates the prop in place.

    Tip: you can multi-select with Shift+click, or Cmd+click on Mac, and send several objects merged into one. On Mac, Ctrl+click opens the context menu and does not change the selection.

  10. Save the scene, and use Save to Cloud so the project follows your account.

Result#

Your prop exists in a playable scene: it has physical presence, it behaves under real physics, and you can send it back upstream for edits at any time without exporting or re-importing anything.

Going further#

  • Give the prop behaviour with a script. Engine exposes lifecycle hooks such as start, update(dt), onCollision and onTrigger, over an API of 538 members across 50 namespaces.
  • Try Blueprints if you would rather build logic visually than write it.
  • Explore the terrain editor and the Sky & Atmosphere panel to build an environment around your prop.