scene
29 public commands in this category.
clear_selection
Deselect all entities
Scope:
scene:read. Token cost: 0.create_checkpoint
Save a named recovery checkpoint of the whole project (a restorable snapshot of every scene)
Scope:
scene:write. Token cost: 0.- label string (optional)
- Optional label for the checkpoint; defaults to a timestamp
create_joint
Create a physics joint between two entities. Requires physics enabled on both. Joint types: fixed, revolute, spherical, prismatic, rope, spring. Applied in both the editor and exported (runtime) games (#9550).
Scope:
scene:write. Token cost: 0.- connectedEntityId string (required)
- Entity ID of the other body to connect to
- entityId string (required)
- Entity ID to attach the joint to
- anchorOther array (optional)
- Local anchor point on the connected entity [x, y, z]
- anchorSelf array (optional)
- Local anchor point on this entity [x, y, z]
- axis array (optional)
- Joint axis for revolute/prismatic [x, y, z]
- jointType string (optional)
- Type of joint constraint
- limits object (optional)
- Optional joint limits
- motor object (optional)
- Optional motor settings
create_scene
Create a new empty scene in the project
Scope:
scene:write. Token cost: 0.- name string (required)
- Name for the new scene
delete_checkpoint
Delete a saved recovery checkpoint by ID (missing IDs are a no-op)
Scope:
scene:write. Token cost: 0.- checkpointId string (required)
- ID of the checkpoint to delete
delete_entities
Delete one or more entities by their IDs
Scope:
scene:write. Token cost: 0.- entityIds array (required)
- Array of entity IDs to delete
delete_scene
Delete a scene from the project
Scope:
scene:write. Token cost: 0.- sceneId string (required)
- Scene ID or name to delete
despawn_entity
Remove an entity from the scene by ID
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity ID to remove
duplicate_entity
Duplicate an entity (creates a copy with offset position)
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity ID to duplicate
duplicate_scene
Create a copy of an existing scene
Scope:
scene:write. Token cost: 0.- sceneId string (required)
- Scene ID or name to duplicate
- name string (optional)
- Name for the duplicate
export_scene
Export the current scene as a JSON string (.forge format). Triggers a SCENE_EXPORTED event with the full scene data.
Scope:
scene:read. Token cost: 0.list_scenes
List all scenes in the project with metadata
Scope:
scene:read. Token cost: 0.load_scene
Load a scene from a JSON string (.forge format). Replaces the entire current scene.
Scope:
scene:write. Token cost: 0.- json string (required)
- Complete scene JSON in .forge format
load_scene_with_transition
Load a different scene with a visual transition effect. Can be used during play mode for level changes.
Scope:
scene:write. Token cost: 0.- sceneName string (required)
- Name of the scene to load
- color string (optional)
- Transition color (hex)
- direction string (optional)
- Wipe direction: left, right, up, down
- duration number (optional)
- Transition duration in milliseconds
- transitionType string (optional)
- Transition type: fade, wipe, instant
new_scene
Clear the current scene and start fresh with default settings
Scope:
scene:write. Token cost: 0.remove_joint
Remove a physics joint from an entity. Applied in both the editor and exported (runtime) games (#9550).
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity ID to remove joint from
rename_entity
Change the display name of an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- name string (required)
- New display name
rename_scene
Rename a scene
Scope:
scene:write. Token cost: 0.- name string (required)
- New name for the scene
- sceneId string (required)
- Scene ID or name
reparent_entity
Move an entity to a new parent in the hierarchy
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity to move
- index integer (optional)
- Position among siblings (optional)
- newParentId string (optional)
- New parent entity ID (null for root)
restore_checkpoint
Restore a recovery checkpoint by ID, replacing the active project with its snapshot
Scope:
scene:write. Token cost: 0.- checkpointId string (required)
- ID of the checkpoint to restore
select_entities
Select multiple entities at once
Scope:
scene:read. Token cost: 0.- entityIds array (required)
- mode string (optional)
- Selection mode (default: replace)
select_entity
Select an entity in the viewport
Scope:
scene:read. Token cost: 0.- entityId string (required)
- mode string (optional)
- Selection mode (default: replace)
set_default_transition
Set the default transition configuration used when switching scenes
Scope:
scene:write. Token cost: 0.- color string (optional)
- Transition color (hex)
- direction string (optional)
- Wipe direction: left, right, up, down
- duration number (optional)
- Duration in milliseconds
- easing string (optional)
- Easing: linear, ease-in, ease-out, ease-in-out
- transitionType string (optional)
- Transition type: fade, wipe, instant
set_start_scene
Set which scene loads first when the game starts
Scope:
scene:write. Token cost: 0.- sceneId string (required)
- Scene ID or name to set as start
set_visibility
Show or hide an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- visible boolean (required)
spawn_entity
Create a new entity in the scene (mesh primitive or light)
Scope:
scene:write. Token cost: 0.- entityType string (required)
- Type of entity to spawn
- id string (optional)
- Caller-supplied entity id, letting the caller address the entity immediately instead of waiting for the async selection event. Trimmed, then honored only if 1-64 BYTES with no control characters - an id that fails those checks is NOT an error: the engine silently falls back to a random UUID. Auto-generated if omitted.
- name string (optional)
- Display name (auto-generated if omitted)
- position array (optional)
- World position [x, y, z]
switch_scene
Switch to a different scene by name or ID
Scope:
scene:write. Token cost: 0.- sceneId string (required)
- Scene ID or name to switch to
update_joint
Update joint properties on an entity. Applied in both the editor and exported (runtime) games (#9550).
Scope:
scene:write. Token cost: 0.- entityId string (required)
- Entity ID with the joint
- anchorOther array (optional)
- Update other anchor [x, y, z]
- anchorSelf array (optional)
- Update self anchor [x, y, z]
- axis array (optional)
- Update joint axis [x, y, z]
- connectedEntityId string (optional)
- Change connected entity
- jointType string (optional)
- Change joint type
- limits objectnull (optional)
- Set or remove limits (null to remove)
- motor objectnull (optional)
- Set or remove motor (null to remove)
update_transform
Set the position, rotation, and/or scale of an entity
Scope:
scene:write. Token cost: 0.- entityId string (required)
- position array (optional)
- [x, y, z]
- rotation array (optional)
- [rx, ry, rz] in degrees
- scale array (optional)
- [sx, sy, sz]