Scene settings (SETTINGS) and editor settings
When no entity is selected, the right panel shows SETTINGS instead of ENTITY. Clicking the ⚙ button in the top bar opens the same panel. It contains the scene name, editor display settings, and project-wide physics, rendering, and input settings, organized into groups. This page lists the main fields and default values of each group.
The values were read from a new project in the oasisw.ai editor (build label OasisW 7e2aa65) on 2026-10-29.
How to open it
- Click an empty spot in the viewport to deselect. The right panel's title changes to SETTINGS.
- Or click ⚙ in the top bar.
- Click a group's title to expand or collapse it.
Groups
| Group | What it sets |
|---|---|
| Scene Name | The name of the current scene |
| EDITOR | The editor display: grid, snap, gizmos, editor camera, and so on |
| VERSION CONTROL | Auto-Load Diffs |
| ASSET IMPORT | How textures, models, and animations are processed when uploaded |
| PHYSICS | Importing the physics module (IMPORT AMMO) and gravity |
| RENDERING | Ambient light, skybox, shadows, fog, resolution, graphics device |
| LAYERS | Render layers and draw order |
| LIGHTMAPPING | Lightmap baking resolution and method |
| BATCH GROUPS | Groups that combine multiple meshes to draw them at once |
| LOADING SCREEN, IMPORT MAP, EXTERNAL SCRIPTS | Loading screen, module URL mapping, external script URLs |
| LAUNCH PAGE | Enable SharedArrayBuffer |
| INPUT | Input devices the game accepts (Keyboard, Mouse, Touch, Gamepads) |
| LOCALIZATION | Assets with text in multiple languages |
| NETWORK | Number of concurrent requests (128) and retries (5) when downloading assets |
| SCRIPTS LOADING ORDER | The order in which script files are loaded. Lower numbers load first |
EDITOR
| Field | Default | Meaning |
|---|---|---|
| Grid Divisions / Grid Division Size | 8 / 1 | Number of cells and cell size of the viewport floor grid |
| Snap | 1 | The step size for each move when snap is on |
| Zoom Sensitivity | 7.5 | Mouse wheel zoom speed |
| Gizmo Size / Gizmo Preset | 1.2 / Default | Size and style of the translate, rotate, and scale gizmos (Default, Classic) |
| Show View Cube / View Cube Size | On / 1 | The axis indicator at the top right of the viewport |
| Camera Depth Grabpass / Camera Color Grabpass | On / On | Whether shaders can read the editor camera's depth and color buffers (based on the code) Pending Test the behavior |
| Camera Clip Near / Far | 0.1 / 1000 | The distance range the editor camera draws. Separate from the game camera |
| Camera Clear Color, Camera Tonemapping, Camera Gamma | Black, Linear, 2.2 (sRGB) | Background color and color processing of the editor viewport |
| Show Fog / Show Skeleton | Off / On | Shows fog and skeletons in the viewport |
| Icons Size | 0.6 | Size of camera and light icons |
| Chat Notification | Off | Chat notifications. We didn't check what changes when it is on |
| Locale | en-US | The language to preview in the editor Pending Test Locale behavior |
| Rename Duplicated Entities | Off | Whether to add a number to the names of duplicated entities. With it off, duplicating Text created another Text with the same name right below it. If your game's scripts find entities by name, turn it on or rename entities after duplicating |
| Lightmapper Auto Bake | On | Whether to rebake lightmaps automatically (Bake lighting) |
| Code Editor | Web | The editor to open scripts in (Web, VS Code, Cursor). In a test on 2026-10-30, after switching to VS Code, double-clicking a script still opened the web code editor tab (1 run) Pending Test behavior when Cursor is selected |
The icon to the right of a group title shows who the settings apply to: a person icon means only you, a globe icon means all users on this branch. On 2026-10-30, hovering over the titles showed Editor — These settings affect only you for EDITOR and Physics — These settings affect all users on this branch for PHYSICS. EDITOR and VERSION CONTROL have the person icon. Pending Test whether the values are actually shared with other accounts
PHYSICS
| Field | Default | Meaning |
|---|---|---|
| Physics Library | IMPORT AMMO button | Imports the physics module into the project. Without it, Rigid Body doesn't move (Add collision) |
| Gravity | 0, -9.8, 0 | Gravitational acceleration (meters per second squared). The value was the same in the launched game |
Main RENDERING fields
| Field | Default | Meaning |
|---|---|---|
| Ambient Color | Black | Ambient light color added to every surface |
| Skybox | Empty | Cubemap for the background sky |
| Exposure | 1 | Overall brightness |
| Fog | None | Fog (Linear, Exponential, Exponential Squared) |
| Resolution Width / Height | 1280 / 720 | Reference game resolution |
| Resolution Mode / Fill Mode | Auto / Fill window | How the game fits the window size. Choose Keep aspect ratio to keep the aspect ratio |
| Device Order | WebGL 2.0 | The order of graphics devices to try. Below it are Enable WebGPU and Enable WebGL 2.0 |
| Enable WebGPU / Enable WebGL 2.0 | Off / On | The graphics devices that may be used |
| Anti-aliasing / Device Pixel Ratio | On / Off | Reduces jagged edges / draws at the actual pixel count on high-resolution screens. Sharper when on, but heavier |
There are also fields for shadows (Shadows Enabled, Shadow Atlas Resolution 2048), clustered lighting (Max Lights 255), and Gaussian splats. You don't need to change them for your first game.
INPUT
There are Keyboard, Mouse, Touch, and Gamepads checkboxes, and all four were on in a new project. Scripts can receive input only from the checked devices.
When we launched in desktop Chrome, this.app.keyboard and this.app.mouse existed, and this.app.touch was null. That's because the device has no touch screen. this.app.gamepads was also null even though Gamepads was on (Keyboard, mouse, and touch input). Pending Why the Gamepads box and the runtime result differ — to be confirmed by the development team