Torque3D
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  • General
    • Welcome!
    • Features
    • Release Noteschevron-right
  • Getting Started
    • Introductionchevron-right
    • Getting Familiarchevron-right
    • Best Practices
    • Porting a Legacy Project
  • For Artists
    • Assetschevron-right
    • Artchevron-right
    • Animation
    • GUIchevron-right
    • Materialschevron-right
    • Terrain
    • Shaders
    • Lighting
    • Audio
  • For Designers
    • Base Classeschevron-right
    • Game Classeschevron-right
    • Moduleschevron-right
    • Scenes and Levelschevron-right
      • How to Create a New Level
      • How to Load a Levelchevron-right
      • How to Edit Levelschevron-right
        • Opening a Level in the Editor
        • Spawning Objects from the Asset Browser
        • Working with Scenes
        • Using SimGroups
        • Changing a Level's PostEffects
        • Deep Dive: LevelAsset Companion Files
    • Game Modeschevron-right
    • AIchevron-right
    • Inputschevron-right
    • Localization
    • Editorschevron-right
  • For Programmers
    • Compiling the Enginechevron-right
    • Introduction
    • Code Style Guidelines
    • Expanding the Enginechevron-right
    • Major Components of the Enginechevron-right
    • Rendering
    • Math
    • Networkingchevron-right
    • Physics
    • Collision
    • Scriptingchevron-right
    • File Inputs/Outputs(I/O)
    • API Referencearrow-up-right-from-square
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  1. For Designerschevron-right
  2. Scenes and Levels

How to Edit Levels

Opening a Level in the Editorchevron-rightSpawning Objects from the Asset Browserchevron-rightWorking with Sceneschevron-rightUsing SimGroupschevron-rightChanging a Level's PostEffectschevron-rightDeep Dive: LevelAsset Companion Fileschevron-right
PreviousDeep Dive: Level Loading Scriptschevron-leftNextOpening a Level in the Editorchevron-right

Last updated 3 years ago