OasisWManual 한국어
Section 3. Editor Reference Pending 5

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

GroupWhat it sets
Scene NameThe name of the current scene
EDITORThe editor display: grid, snap, gizmos, editor camera, and so on
VERSION CONTROLAuto-Load Diffs
ASSET IMPORTHow textures, models, and animations are processed when uploaded
PHYSICSImporting the physics module (IMPORT AMMO) and gravity
RENDERINGAmbient light, skybox, shadows, fog, resolution, graphics device
LAYERSRender layers and draw order
LIGHTMAPPINGLightmap baking resolution and method
BATCH GROUPSGroups that combine multiple meshes to draw them at once
LOADING SCREEN, IMPORT MAP, EXTERNAL SCRIPTSLoading screen, module URL mapping, external script URLs
LAUNCH PAGEEnable SharedArrayBuffer
INPUTInput devices the game accepts (Keyboard, Mouse, Touch, Gamepads)
LOCALIZATIONAssets with text in multiple languages
NETWORKNumber of concurrent requests (128) and retries (5) when downloading assets
SCRIPTS LOADING ORDERThe order in which script files are loaded. Lower numbers load first

EDITOR

FieldDefaultMeaning
Grid Divisions / Grid Division Size8 / 1Number of cells and cell size of the viewport floor grid
Snap1The step size for each move when snap is on
Zoom Sensitivity7.5Mouse wheel zoom speed
Gizmo Size / Gizmo Preset1.2 / DefaultSize and style of the translate, rotate, and scale gizmos (Default, Classic)
Show View Cube / View Cube SizeOn / 1The axis indicator at the top right of the viewport
Camera Depth Grabpass / Camera Color GrabpassOn / OnWhether shaders can read the editor camera's depth and color buffers (based on the code) Pending Test the behavior
Camera Clip Near / Far0.1 / 1000The distance range the editor camera draws. Separate from the game camera
Camera Clear Color, Camera Tonemapping, Camera GammaBlack, Linear, 2.2 (sRGB)Background color and color processing of the editor viewport
Show Fog / Show SkeletonOff / OnShows fog and skeletons in the viewport
Icons Size0.6Size of camera and light icons
Chat NotificationOffChat notifications. We didn't check what changes when it is on
Localeen-USThe language to preview in the editor Pending Test Locale behavior
Rename Duplicated EntitiesOffWhether 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 BakeOnWhether to rebake lightmaps automatically (Bake lighting)
Code EditorWebThe 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

FieldDefaultMeaning
Physics LibraryIMPORT AMMO buttonImports the physics module into the project. Without it, Rigid Body doesn't move (Add collision)
Gravity0, -9.8, 0Gravitational acceleration (meters per second squared). The value was the same in the launched game

Main RENDERING fields

FieldDefaultMeaning
Ambient ColorBlackAmbient light color added to every surface
SkyboxEmptyCubemap for the background sky
Exposure1Overall brightness
FogNoneFog (Linear, Exponential, Exponential Squared)
Resolution Width / Height1280 / 720Reference game resolution
Resolution Mode / Fill ModeAuto / Fill windowHow the game fits the window size. Choose Keep aspect ratio to keep the aspect ratio
Device OrderWebGL 2.0The order of graphics devices to try. Below it are Enable WebGPU and Enable WebGL 2.0
Enable WebGPU / Enable WebGL 2.0Off / OnThe graphics devices that may be used
Anti-aliasing / Device Pixel RatioOn / OffReduces 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

Next steps

Source editor/settings.html