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Scene Templates
A Scene Template is a snapshot of a whole map — all of its objects plus its environment settings (gravity, lighting, sky, …) — saved as a reusable project asset. Stamp a template into a fresh sub-map whenever you want another copy of that layout to build on: a level you can vary, a lobby you reuse across projects, or a kit's ready-made demo scene.
A template is authoring-only. It is stripped when you publish, so it never bloats your build — the sub-maps you stamp from it are the shipped artifact, and a template is just a duplicate of one.
Save a map as a template
Open the Sub-maps panel (Windows → Sub-maps). Each map row has a 🗺 Save as Template button; click it to snapshot that map. Works on the main map or any sub-map — the snapshot captures the map's objects and its environment settings exactly as they are (including unsaved edits to the map you currently have open).
The new template appears in the Project panel with a 🗺 icon. Rename or delete it there like any other asset.
Stamp a template into a new sub-map
In the Project panel, double-click a Scene Template — or right-click it and choose Create sub-map from template. A new sub-map is created from the snapshot and opened, named after the template (with a number appended if that name is taken). The copy is fully independent: editing it never changes the template, and editing the template later never changes maps you already stamped.
Because entities reference your shared project assets (scripts, prefabs, models) by id, a stamped map keeps its scripts and models wired up — nothing is duplicated except the map's own objects.
Kits ship demo scenes
An asset-pack kit can bundle demo scenes so you can see how its pieces fit together. Importing the kit brings its demo scenes in as 🗺 templates in the kit's folder; stamp one to get a playable example map. Every built-in kit ships one:
- Obby Kit → Obby Demo Course — a playable course: checkpoints, a spinner, a kill brick, a jump pad, a moving platform, and a finish with a live timer.
- Vehicle Kit → Vehicle Demo Track — a drivable car, two checkpoint gates, a lap-time HUD, and a boost pad. Stamp it, press Play, walk up to the car and press E to drive.
- Custom Vehicle Controller → Scripted Car Demo — the scripted car and a cone slalom (its whole controller is an editable map script).
- Custom Character Controller → Scripted Player Demo — the scripted player on a small parkour pad (step, jump platform, ramp, wall). The scene turns off the built-in player so only yours exists.
- Monster Truck Kit → Monster Truck Playground — the truck on hilly terrain with trees to flatten (and the Custom variant with its whole controller as an editable map script — hold Shift to boost).
- Ragdoll Kit → Ragdoll Playground — three physics-ragdoll stations: a bowling lane (step on the green pad — pins pop up and the boulder strikes them), a wrecking pit with a spinning sweeper arm and a blast pad, and a cannon lobbing a fresh ragdoll onto tumble-steps every few seconds. SPACE flings a ragdoll from you, R clears yours.
What's saved, and what isn't
- Saved in the template: every object in the map (transforms, components, script attachments) and the map's environment settings.
- Referenced, not copied: scripts, prefabs, models, textures — these stay shared at the project level, so a template points at them by id.
- Not shipped: templates are removed on publish (like the AI-chat history and event-sheet authoring graphs). Your published game contains only the real sub-maps.