Working together
Sharing a project, live cursors and locks, chat and comments, and exactly how much of each studio syncs.
A project can be opened by several people at once. Share, top right, or the command palette.
Sharing#
Sharing needs a project in the cloud: a local-only project or a document has to be uploaded first, and aukimi says so rather than producing a dead link.
Generate share link creates the invitation; you can also invite by email. Each collaborator is Can edit or Can view, changeable afterwards, and access can be revoked from the same panel.
View-only is enforced on the server, not by hiding buttons. A viewer's edit operations are refused where they arrive, so a viewer cannot write to the project by any route.
Presence#
- Cursors: everyone's pointer, live, labelled.
- Off-screen peers: when someone is working outside your view, a marker on the edge says so; click it to jump there.
- Follow: lock your view to another person's, and stop following when you want your own back.
- Locks: the thing being edited is held by whoever is editing it. Try to touch it and you get This is being edited by {name}, not a silent overwrite.
Talking#
- Chat: a room-wide message thread, toggleable from the command palette.
- Comments: threads pinned to a selection. Pin to current selection attaches the thread to what you have selected, so the remark travels with the object rather than with a screenshot.
- Voice: join, leave, mute.
- Shared clipboard: copy in one person's session, paste in another's.
How much actually syncs, per studio#
This is the part worth knowing before you plan a session, because it differs.
Operation by operation, real live co-editing. Each edit is broadcast as it happens, so two people can work on the same document at the same time:
| Studio | What is broadcast |
|---|---|
| Engine | entities added, deleted, renamed, reparented and transformed; components; scene settings; prefabs; play state; selection |
| Inkwell | brush strokes, every layer operation, masks, filters, canvas resize/rotate/flip, colour |
| Pigment | 3D brush strokes, fills, every layer operation, channels, texture resolution, masks, HDRI, symmetry, stencils |
| Sculpt | sculpt strokes as vertex deltas, masking, polypaint, subtools, subdivision, remesh results, symmetry, materials |
| Vectra | objects added, deleted, updated and replaced; layers; artboard size |
| Animator | layers, keyframes, objects, timeline, VFX clips, markers |
| Fusion | tracks, clips (move, trim, split), effects, transitions, markers, playback |
| Pulse | tracks, notes, clips, tempo, transport, master |
| Pixel Editor | scene data, assets, animations, scripts |
Document at a time: last writer wins. The whole state is synced, debounced, rather than each edit:
| Studio | |
|---|---|
| Composer, Matter | full state sync |
| Render, Retopo | full state sync, plus a few granular operations (lights, post-processing and camera in Render; tool and selection mode in Retopo) |
For those, two people editing the same thing at the same moment will have one of them win. Divide the work, different graphs, different shots, and the collaboration is comfortable. Matter's document is a small graph with no operation log, and a debounced full sync is honest about that rather than pretending to a merge it cannot perform.
Undo is local.
Ctrl+Zundoes your last action, not the room's. That is deliberate: undoing someone else's work from across the room is worse than not being able to.
Multiplayer is a different thing#
The Multiplayer tab in Settings is not about co-editing aukimi; it is about players connecting to a game you built in the Engine. See Engine.