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Levels ​

A level represents a single game scene within a project. Each level has its own scene graph, entities, and assets.

Creating a Level ​

Create a new level from the level selector in the header breadcrumb. Provide a level name and an empty scene is automatically set up and ready for editing.

Switching and Managing Levels ​

Use the level selector to switch between levels in the current project. The 3D viewport updates to show the selected level's scene. The start level is marked with a star.

Each level entry has a context menu with Rename and Delete (the last remaining level of a project cannot be deleted). A save indicator next to the level name shows when your changes were last persisted.

Level Contents ​

Each level contains:

ResourceDescription
SceneThe root container for all entities in the level
Entities3D objects, lights, cameras, and sounds placed in the scene
AssetsFiles (models, textures, audio) used by entities in this level
ScriptsLevel-scoped and entity-scoped scripts attached to this level

Level Scripts ​

Scripts can be scoped to an entire level using the LEVEL scope. Level scripts run their onCreate() method when the level loads, making them useful for initialization logic, global event handling, and game state management.

See Scripting for more details on script scopes.

Level Physics Settings ​

Each level carries its own physics configuration — gravity direction and magnitude, simulation tick rate, and max substeps. Select the root Level node in the hierarchy and open the Simulation tab in the inspector to configure it. See Per-Level Physics.

Start Level ​

When you deploy your game, you choose a start level — the level that loads first when a player opens your game. This is configured during the deployment step.