Download the editors
There are two editors. The level editor writes the level documents the games read, and scaffolds a new project from a template. The model editor (the modeller) makes and rigs the models. Both run in a browser, which is the quickest way to try them, and both build from source on a desktop.
In a browser #
| Editor | Where | What the browser build cannot do |
|---|---|---|
| The level editor | https://flutter3d.pleion.dev/demo/editor/ | A page has no disk, so the documents live in the page: a level opens from a file you pick, saving downloads it, and a new project from a template downloads once as a .zip. Play cannot start a game; it attaches to one you run yourself, over the VM service address the game prints |
| The model editor | https://models.pleion.dev | Saves into a cabinet the account keeps rather than to your disk; Trying it has the rest |
To read and write the level format without either editor, the playground takes a level or a prefab document as text and draws it as you type, with what is wrong with it under the text.
In a browser both editors draw through WebGPU, and through WebGL2 where the browser hands out no WebGPU adapter. Chrome is what they are checked on; Safari and Firefox are best effort.
Built from source #
The editors are applications in the repository, so building one is a checkout and flutter run. The quickstart has the checkout.
git clone https://github.com/pleiondev/flutter3d.git
cd flutter3d
flutter pub get
(cd apps/flutter3d_editor && flutter run -d macos) # the level editor
(cd apps/flutter3d_modeler && flutter run -d macos) # the model editor
# A build to keep, where the runner is: macos, windows or linux.
(cd apps/flutter3d_editor && flutter build macos --release)
The level editor has runners for macOS, Windows and Linux; the modeller for macOS and the browser.
Native builds #
From 1.0.0-rc.1 on, each tagged release is meant to carry the level editor as a macOS .dmg, a Windows .zip and a Linux .tar.gz, with a SHA256SUMS file beside them, on the GitHub release of the tag. The workflow that builds them is not in the repository yet, so for now the two ways above are the only ones; this section changes when the first archive is attached to a release.
What each platform is supported for is SUPPORT.md's table, and the editor is held to it like the games are:
| Platform | Draws with | Status |
|---|---|---|
| macOS | Impeller on Metal | Supported: used every day, fixed in a patch when it breaks |
| Windows | Impeller on Vulkan | Best effort: CI builds it on every push, and nobody has used a Windows build for real yet |
| Linux | The software rasteriser, unless the runner turns Flutter GPU on | Best effort for the editor; CI runs every test suite on Linux, and Impeller there is not yet green |
| Web (Chrome) | WebGPU, or WebGL2 | Supported on WebGPU, CI on WebGL2 |
| Web (Safari, Firefox) | WebGPU, or WebGL2 | Best effort |
An unsigned build #
Until a build is signed and notarised, the system will not open it by a double-click, and says it cannot check the developer. Check the archive against SHA256SUMS first, then tell the system you mean it.
macOS:
shasum -a 256 -c SHA256SUMS --ignore-missing
xattr -dr com.apple.quarantine editor.app
xattr takes off the quarantine flag the browser put on the download, which is what Gatekeeper reads. It changes nothing else about the app.
Windows: SmartScreen shows "Windows protected your PC"; More info, then Run anyway. Check the archive first with certutil -hashfile <file> SHA256 against SHA256SUMS.
Linux: sha256sum -c SHA256SUMS --ignore-missing, unpack, and run the binary in the bundle's top directory.
Next #
- The level editor: what it does with a level, and the template picker
- Your first project: a project of your own from a template
- The modeller: ten modes over one document