An MMO World is a folder you own, in an open format that no game engine is tied to. Build your world's maps in Studio over your own glTF, GLB, OBJ and FBX models, then write them into your own game's files with an exporter.
Starting a world
New world… on the start screen, or in the File menu, makes one. Choose an empty folder and Studio makes the world in it with one blank map and opens that map; choose a folder that already holds files and the world goes in a new New World folder inside it.
To open a world later, choose Open… and pick the folder holding world.json, or drop the folder onto the window.
What is in a world
world.jsonnames the world and lists what your game has: the kinds of object a map holds and their fields, the settings every map carries, and the creatures, NPCs and items spawns and fields pick from.- Each map is a
map.jsonin its own folder undermaps. - Your models can go anywhere in the folder.
The MMO World format page describes every file.
Maps
On the Maps panel, type a name and choose New to add a map. It starts as a flat ground with nothing on it. Click a map to open it.
The Map tab of the inspector edits the map's name, its group in the map list, and the settings world.json defines. Set Terrain model to a model file in the map's folder and the map is drawn on it and snaps to it; with none, the map draws a flat ground of Ground size. To make terrain from a picture, see Terrain and walkable area.
Models
Put glTF, GLB, OBJ or FBX files anywhere in the world folder. The Place panel lists them for props and resource nodes, and a creature or NPC in world.json names the model it is drawn with, so a spawn shows your creature standing at it.
Saving
Save (Ctrl + S) writes the map's map.json straight into the world folder. There is no project and no Install step, and the top bar has no Install button. Fields Studio does not know are kept as they were written, so other tools can add their own.
Exporters marked to run on save run after every save. See Exporters.
The World tab
Where a game client's inspector has Server, a world has World: the world's name, unit and catalogue, and its exporters with a Run button for each.
Everything else is the same
Selecting, moving, the place tools, prefabs, the prop brush, layers, problems and undo work in a world exactly as they do on a game client. The Maps pages cover them.