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#
-
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.
-
Import your prop. Send it across from Pigment, or import the
.glbdirectly. It arrives as an entity with a Transform and a Model component already attached. -
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.
-
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.
-
Add a Rigidbody if the prop should be affected by physics. Leave it off for scenery that never moves, since static geometry is cheaper.
-
Press Play. Physics runs for real in this mode, so a prop with a Rigidbody and a collider will fall, land and settle.
-
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.
-
Press stop and adjust. Play mode is for testing, not for authoring.
-
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.
-
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),onCollisionandonTrigger, 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.