Welcome to Airogel Editor
Learn how projects, scenes, objects, simulation, and publishing fit together.
What Airogel Editor is
Airogel Editor is a browser-based 3D game engine and editor. Build a world from scene objects, attach materials and Lua scripts, run it with Jolt Physics, and publish it as a playable web game.
The project model
- Account: the workspace that owns projects.
- Project: a game and its shared assets, materials, scripts, and shaders.
- Scene: a playable level or screen. Every new project starts with an Initial Scene.
- Scene object: a camera, light, primitive, mesh, terrain, character, GUI element, wheeled or tracked vehicle, constraint, cloth, ragdoll, water volume, or empty grouping object placed in a scene. A cube, sphere, cylinder, capsule, or mesh can also be switched to a deformable soft body, and most physics-enabled objects can be marked a sensor/trigger.
Design mode and simulation
The editor (Build in the page header) edits saved scene data. Simulation runs scripts, physics, animation, input, collisions, audio, and runtime-only objects. Stopping simulation restores the authored scene. Preview, beside Build, plays the scene without the editor around it, the way a player sees it.
Save before you test
Run simulation for gameplay checks, then stop it before making structural edits. Runtime movement is intentionally not persisted.
Publish and share
Publishing snapshots the project into an immutable, unlisted release that anyone with its link can play without an account. Later editor changes require a republish, but the public URL remains stable. See Publish and test a game for readiness checks, release history, analytics, and unpublishing. A game can also be published for several players at once; see Multiplayer games.
Where to go next
Start with Editor basics, build the first playable scene, then learn the Lua scripting lifecycle.