Save and restore your work with checkpoints
A checkpoint saves the current state of the project under a name. If something goes wrong later, you can return to that point. Creating one before you send a big prompt to the AI, or before you modify a game that works well, gives you a safety net.
Before you start
- Checkpoints are per project. The checkpoint details show
체크포인트는 씬·프로젝트 설정·에셋을 담습니다(복원하면 에셋 파일도 그대로 돌아갑니다)(A checkpoint holds the scenes, project settings, and assets; restoring it also brings back the asset files as they were). - In OasisW, your changes are saved immediately without pressing a save button. A checkpoint marks a separate "point to return to" on top of that. It is separate from saving.
You do this manually. We have not checked whether you can have the AI create or restore checkpoints.
Open the version control window
Open it in one of these ways.
- Click the branch label (main) in the top bar. The VERSION CONTROL window opens directly.
- Open the project window with Publish / Download in the left toolbar, then click Version control in the list on the left.
The VERSION CONTROL window is laid out as follows.
| Where | What's there |
|---|---|
| Top | CURRENT BRANCH (the current branch, main at first), Graph, Compare, + Checkpoint |
| Left | Changes tab (what changed since the last checkpoint), History tab (list of saved checkpoints) |
| Bottom left | Describe this checkpoint... box and the Create Checkpoint button |
| Right | Details of the selected item |
Create a checkpoint
- In the
Describe this checkpoint...box under the Changes tab, describe what you are saving. Example:Star collecting done, before adding lives rule with AI. - Click Create Checkpoint. Cmd+Enter (Ctrl+Enter on Windows) also creates it.
Creating checkpoint — This may take a few seconds.appears briefly and disappears.- In the History tab, check for a row with the description you entered, the creator, the time, and a 7-character ID (for example,
a2fe05e).
View what changed
Open the Changes tab and click Compute to see what changed since the last checkpoint. In our test, changing one entity's Position X from 3 to 5 showed the following (1 run).
- The tab name changes to Changes · 1, and
MODIFIEDappears next to the name of the changed scene. - The right side shows
1 change since your last checkpointand the hierarchy path of the changed entity (Root›Gameplay›Star10). - The old value appears as a red line (
− Position X 3) and the new value as a green line (+ Position X 5).
Open Full Diff in the top-right corner shows the full diff in a larger view, and Discard All… discards everything that changed since the last checkpoint.
Discard with Discard All
- In the Changes tab, click Discard All….
- The
Discard all changes?dialog appears. It shows the number of changes to discard and the base checkpoint, as inDiscards all 2 changes since 8df1541., and Take a checkpoint of the current state first is checked by default. - Click Discard All.
Changes discarded·Refreshing browserappears and the editor reloads.
In tests on 2026-10-29 (2 runs), a deleted scene came back with Discard All. If you discard with the checkbox on, the state just before discarding is first saved as a checkpoint with a name like Checkpoint before discarding changes since "7d1e2f8".
When the currently open scene disappeared during the discard, the project list opened instead of the editor after the reload (1 run). Open the project again from the list.
Clicking Compute after the AI finishes its work shows what the AI changed, by entity and value. Pending Test the Changes screen after AI work
Restore
- In the History tab, click the checkpoint to return to. The details and Restore, New Branch, and Hard Reset… appear on the right.
- Click Restore. The
Restore checkpoint?confirmation dialog appears. - Check that Take a checkpoint of the current state first is on. It is on by default. If you leave it on, the current state before restoring is also saved as a checkpoint, so you can undo the restore.
- Click Restore in the dialog. The editor reloads.
In our test, Position X went back from 5 to 3, and a new backup checkpoint named Checkpoint before restoring "…" appeared in History (1 run). After restoring, the right panel was collapsed into a vertical tab at the right edge; clicking the tab expanded it again.
On 2026-10-29 we ran Restore after AI work. The script file the AI had edited (default 45 in spin.js) went back to 90 as of the checkpoint, and the scene also returned to that point (1 run).
Hard Reset vs. Restore
Hard Reset… also returns to the selected checkpoint, but deletes every checkpoint after it. The confirmation dialog shows Deletes ALL checkpoints and changes after <ID>. This cannot be undone., and it runs only after you type the first 7 characters of the checkpoint ID.
| Restore | Hard Reset | |
|---|---|---|
| Scenes and assets | Back to the selected checkpoint | Back to the selected checkpoint |
| Later checkpoints | Kept | All deleted |
| Backup of the current state | Creates Checkpoint before restoring … by default | Not created. Changes made since the last checkpoint are also lost |
| Undoing it | Restore again from the backup checkpoint | Not possible |
Test (2026-10-29, 1 run): with checkpoints CP1 and CP2 and a Restore backup in place, we renamed the scene to MainHR and ran Hard Reset to CP1. Only CP1 remained in History, and the scene name went back to Main.
Create one before AI work
Changes the AI makes to the scene can be reverted with Undo, but script files the AI edits cannot (Undo AI work). Restoring a checkpoint reverts both. So we recommend this order.
- When the game works the way you want, create a checkpoint before sending a prompt to the AI.
- When the AI finishes, check the result with ▶ Launch.
- If you don't like the result, Restore the checkpoint from step 1.
The change list in a checkpoint's details shows the scenes and assets that changed in between, such as Main MODIFIED and spin.js MODIFIED. You can also use it to find which scripts the AI edited.