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Babylon Level Kit — Blender Add-on Documentation

The editor half of the kit, current as of engine v0.31.1 · Blender add-on v0.32.0. The interactive version is the HTML subsystem diagram set in this folder — open index.html and use the bottom nav (a Blender row for subsystem diagrams + a Traces row for code walk-throughs; "Runtime docs →" jumps to the engine side).

Looking for something specific? Open the searchable landing page at index.html and type a term (e.g. collision, export, input) to surface the relevant pages from both the engine and Blender sides.

Choose your path

Chapter numbers are for reference — you do not need to read everything in order.

I want to…Read this (in order)
Brand new — first export in ~15 minutesQuickstart
Export my first level01 — Export · export diagramtrace-export
Fix export warningsvalidationtrace-validate
Iterate with Ctrl+Slivelinktrace-livelink
Set up input actionsinput-actionstrace-input
Reuse props across scenesPrefabs
Author behaviors (runtime)Engine docs02 — Runtime Basics

What the add-on does

Blender is the editor. The add-on adds two viewport N-panel tabs — Babylon Object (selected object) and Babylon Scene (scene-wide settings) — plus a Babylon panel on each Material in Properties › Material for NME overrides. It writes the two artifacts the runtime consumes: level.glb (what glTF can express) and level.scene.json (everything else). See Architecture for the two-artifact split and Blender Add-on for the prose module tour.

The prose chapters

  1. 01 — Export — artifacts, export operator, what gets skipped
  2. 02 — Components — component stack, GUIDs, @exposed, collider preview
  3. 03 — Scene settings — environment, atmosphere, post, input actions
  4. 04 — Workflow — validate, Live Link, debug build
  5. Prefabs — linked .blend files + library overrides

The pages

Subsystem diagrams: index.html (package layout + flow) · data-model.html (components/ + GUIDs) · export.html (export pipeline) · input-actions.html (Input Actions asset) · scene-settings.html (Babylon Scene panel) · validation.html (pre-export checks) · livelink.html (Ctrl+S iteration). Prose: PREFABS.html (linked .blend files + library overrides). Click a node for its description; Trace / Diagram rows in the side panel link to related pages (added at build time — see BUILDING-DOCS).

Code traces (each node is a step; click for the explanation + the actual current Python source): Export (operator → glb + manifest) · GUID (object → entity) · @exposed (TypeScript → Blender fields) · Input Actions (panel → inputActions + defaultInputMap) · Validation · Live Link · Collider preview · CoM preview · 3D GUI (GUI3D_* authoring → manifest) · Particles · Node materials (NME JSON, embedded textures, Extract Textures…, overrides).

Regenerating

npm run docs:build regenerates both sides from the shared shell template (docs/_template/diagram-shell.html). npm run docs:blender rebuilds only this folder; it re-extracts every trace's source from blender_addon/. A renamed/deleted function fails the build loudly — the anti-rot guard. (The runtime side alone is npm run docs:trace.)

Full build pipeline, file layout, and how to add traces or subsystem diagrams: Building the documentation.