Undo AI work
There are two ways to undo AI work. Undo (Ctrl+Z, or Cmd+Z on Mac) reverts changes the AI made to the scene, but doesn't revert script files. Restore on a checkpoint reverts both the scene and script files to that point. That's why our first recommendation is to create a checkpoint before you give the AI a task. If you didn't create one, use Undo to revert the scene and fix scripts by hand. This page explains how.
What Undo reverts and what it doesn't
Observed in a test on 2026-10-29 (undoing 2 AI prompts in a row):
| Target | Undo result |
|---|---|
| A change the AI made to the scene (renaming an entity) | Reverted with 1 Undo. Before undoing, the action name in the bottom bar was Rename Entity |
| The entire previous AI task (creating 3 groups, moving 6 entities, adding a box) | Reverted all at once with 1 Undo. Before undoing, the action name was AI Turn |
A script file the AI edited (default in spin.js, 90 → 45) | Still 45 after 2 Undos. Not reverted |
One Undo may not line up exactly with one AI task. In testing, a single AI task was recorded as separate steps, such as Rename Entity and AI Turn. Before undoing, check the action name at the right of the bottom bar, and check HIERARCHY after each press. If you undo too far, use Redo (Ctrl+Shift+Z).
Before you start
- You have to find what changed before you can revert it. How to find changed entities, assets, and scripts is in Check what the AI changed.
- Know what belongs to each scene and what the project shares. Script files are shared by the project, so reverting one also affects other scenes that use the same file. Details are in What's per scene and what the project shares.
Before you give the AI a task
Until a reliable way to revert is confirmed, preparing in advance is the safest approach.
| What to do | Why |
|---|---|
| Create a checkpoint from main → VERSION CONTROL in the top bar | If you don't like the result, you can go back to that point with History → Restore. In testing, a script file the AI edited (default 45) also went back to 90 with Restore (2026-10-29, 1 run). How to do this is in Save and restore your work with checkpoints |
| Write down values you tuned by hand (speed, number of lives, positions) | In one case, the AI changed a value for testing and left it that way (starting lives: 1) |
| Use fewer AI tasks on a game that's nearly finished | In one case, a prompt to add a rule deleted the surrounding walls and changed the look of the whole scene |
| Practice and experiment in a different scene | Entities belong to each scene, so entities in other scenes stay as they are. Shared scripts, however, can change along with it |
Do it in the editor
Revert the AI's changes by hand, by type. First, list what changed using the steps in Check what the AI changed.
If a value changed
- Select the entity in HIERARCHY. The ENTITY panel opens on the right.
- Enter the original value you wrote down and press Tab. Position, rotation, and scale go in the
Position,Rotation, andScalefields; script attributes go in that script's fields under SCRIPT. - For values a script reads only once when the game starts, we saw cases where the game tab had to be refreshed twice for the change to take effect (2 of 2 runs). Details are in Change script attribute values.
If you didn't write down the original values, you can't use this method. In that case, consider Rebuild in a new scene below.
If a material changed
- In the entity's RENDER → Materials, click the pencil icon in the material field.
- Click the original material in ASSETS.
To detach an attached script
If a script the AI attached to an entity is making the game misbehave, try detaching it.
- In the entity's SCRIPT component, turn off the ON switch on that script's row. The switch changes to OFF (red), and the script no longer runs in the game.
- Run the game with Launch and see if it's better.
- If it is, click ··· → Remove Script on that row. The row disappears.
Remove Script only detaches the script from the entity. The script file stays in ASSETS. Don't confuse it with Remove Component under ··· in the SCRIPT header, which removes the whole component, not a single script row.
If entities were added or deleted
If the AI created entities you didn't ask for (surrounding walls, decorations), select them in HIERARCHY and delete them. Pending Verify the steps for deleting an entity with the Delete key and the menu in the current editor Before deleting, check whether a script uses the entity. If its name is in an entity field of a script attribute (e.g. ball), that script uses it. It may be used even if it isn't in a field. In one tested run, gameUI.js counted entities whose names started with Star, without any field.
We haven't found a way to restore entities the AI deleted. For now, you have to create the same entities again. In testing, the AI deleted the 4 surrounding walls while adding the lives rule (2 of 2 runs).
If a script file changed
Script files aren't reverted by Undo. Use these methods.
- If you have a checkpoint from before the AI task, Restore to it. Script files also go back to their contents at that point. Note that any other changes you made to the scene after that point are reverted too.
- Find changed files by comparing checkpoints: the checkpoint details list changed assets, such as
spin.js MODIFIED. This tells you which scripts changed. - Click the script file and read its current contents in the CODE field on the right. If the change is short, fix it directly in the code editor. How to use the code editor is in Code editor.
- Don't immediately delete files with odd names (
*Probe.js, etc.). In 4 of 7 runs, the AI repurposed a test file for another feature, so the game may be using it.
Rebuild in a new scene
If a lot changed or you don't know the original values, it may be faster to create a new scene in the same project and rebuild from scratch. Building the first game again took 6 to 10 minutes. The steps are in When the AI stalls, stops short, or loops.
A new scene also shares the project's scripts. If the AI edits a shared script in the new scene, the game in the previous scene may change too.
Let the AI do it
You can name what to revert and ask the AI to revert it. However, we haven't yet sent this kind of prompt in the current editor. Since there's no prompt with confirmed results, we don't include one on this page. Pending Test a "Delete what you just added and go back to the previous state"-style prompt 3 times
Things to know when you let the AI do it:
- A revert prompt is also an AI prompt, so unrequested changes may happen along with it. Changes observed with other prompts are in Check what the AI changed.
- There's no guarantee the AI remembers the original values exactly. If you know the original values, enter them by hand instead of asking.
- Revert prompts also use credits. Details are in Credits.
Check the result
- After reverting, refresh the game tab or run it again with ▶ Launch, and play from start to finish.
- If you detached or edited scripts, also run the other scenes in the same project.
Troubleshooting
| Symptom | Cause | Solution |
|---|---|---|
| Undo reverted the scene, but the game behaves the same | Script files the AI edited aren't reverted by Undo | Restore to a checkpoint from before the AI task, or fix the script by hand |
| After Undo, entities aren't drawn in the viewport | Appears to be an editor display issue (1 run) | Refresh the editor tab |
| The AI's changes remain after pressing Ctrl+Z | Observed once on 2026-10-26. On 2026-10-29, the changes were reverted | Check the action name in the bottom bar and press Undo once more, or Restore to a checkpoint |
| Pressing Ctrl+Z reverted a value you set by hand | Ctrl+Z undoes manual edits | Redo with Ctrl+Shift+Z (per the Controls list) |
| Clicking ✕ in the material field removed the color | ✕ clears the field | Revert with Ctrl+Z, or pick the original material again with the pencil icon |
| You didn't write down the original values | There's nothing to revert to | Consider rebuilding in a new scene |