> For the complete documentation index, see [llms.txt](https://studio-docs.sandbox.game/GfXvIr1WJY2SwCodVCCa/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://studio-docs.sandbox.game/GfXvIr1WJY2SwCodVCCa/getting-started/what-is-tsb-studio.md).

# What is Sandbox Studio

Building a 3D game used to mean months of setup before anything moved. A professional engine to learn, a codebase to establish, a slow compile-test-adjust loop that punished experimentation. Most people stopped before they started. Sandbox Studio is built on the premise that none of that friction is necessary. You open a browser, build your world in a live editor, press Play, and share the result with a link. The barrier is gone.

## The Editor

The heart of Sandbox Studio is a live editor. You work directly inside your game world: place objects, adjust their properties, and press Play to test, all without leaving the screen. Change a value in the property panel and you see the result immediately. Stop, tweak, play again. There is no waiting for builds or exports while you iterate.

Anything you build can be saved as a prefab, a reusable template. Build a treasure chest once, place a hundred of them, update the original, and every copy updates with it. Prefabs are how you work at scale without repeating yourself.

## Built-in Game Systems

Most game tools give you a blank slate and expect you to build upward from nothing. Sandbox Studio ships with the systems most games need already in place. Characters that move. Cameras that follow. Physics that behaves. You configure and extend these systems rather than building them from scratch, which means the time between "I have an idea" and "I have something playable" is measured in hours, not weeks.

<table><thead><tr><th width="212">System</th><th>What it gives you</th></tr></thead><tbody><tr><td><strong>Characters</strong></td><td>A player character that walks, runs, and jumps, with smooth animations and first- or third-person camera modes built in. Start from a working character and shape it to fit your game.</td></tr><tr><td><strong>Cameras</strong></td><td>A flexible camera system that follows your player, switches between viewpoints, and supports styles from over-the-shoulder action to top-down strategy. Choose a mode and it works.</td></tr><tr><td><strong>Physics</strong></td><td>A full physics engine: gravity, collisions, stacking, bouncing, and ragdoll characters that tumble realistically. Objects can move between scripted animation and physics-driven behaviour without extra setup.</td></tr><tr><td><strong>Input</strong></td><td>Keyboard, mouse, gamepad, and touch controls are all handled for you. The same game works across desktop and mobile without writing device-specific code.</td></tr><tr><td><strong>Game UI Kit</strong></td><td>A library of ready-made interface widgets: health bars, minimaps, inventories, crosshairs, ammo counters, score displays, and on-screen touch controls. They share a consistent visual style and drop straight into your game.</td></tr><tr><td><strong>Multiplayer</strong></td><td>Players can share a world in real time. The engine handles the networking: keeping every player's view of the world in sync and managing who controls what. Multiplayer is a feature you switch on when you're ready, not a system you architect from the beginning.</td></tr></tbody></table>

## AI-Assisted Creation

Most AI tools sit outside your project. You describe something, get text or code back, and paste it in. Sandbox Studio works differently: an AI assistant connects directly to the live editor and operates inside your project in real time.

That distinction matters. When you ask the assistant to place a row of street lamps along a road, or make a door open when the player gets close, it does the work where you can see it. The result appears in your scene immediately. You test it, adjust it, or undo it, the same way you would any other edit. The assistant is a collaborator in your workspace, not a separate tool you shuttle content through.

This also means the assistant can read your scene as it stands. It knows what objects are in your world, what properties they have, and how they are connected. The instructions you give it are grounded in your actual project, not a description of it.

{% hint style="info" %}
*NOTE: The AI assistant makes live changes to your project. Treat its edits the same way you would your own: review them in the editor, test with Play, and undo anything that does not land right.*
{% endhint %}

## Sharing Your Game

Games made in Sandbox Studio are web-native. Publishing produces a game that runs in any modern browser. Players click a link and play on desktop or mobile, with keyboard, mouse, gamepad, or touch. There is nothing to install, no platform to submit to, and no gatekeeping between you and your audience. Share a link in a message and someone on the other side of the world can be playing your game thirty seconds later.

## Practical Guidance

* **Start in the editor, not the docs.** Place a few objects, press Play, and break something. The live workflow only makes sense once you have felt how fast the loop is. Reading about it first is slower.
* **Make prefabs before you make multiples.** The moment you find yourself placing the same object more than twice, turn it into a prefab. Changing a repeated object later, without prefabs, is painful.
* **Get something shareable on day one.** Sandbox Studio's publishing is instant and requires no submission process. Share a link as soon as anything is playable. Early feedback from real players is worth more than another day of building in isolation.
* **Use the AI assistant for the tedious work first.** Placing and arranging objects, setting up repetitive properties, writing boilerplate logic: these are exactly where the assistant earns its keep. Start there before you use it for anything complex.


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