> For the complete documentation index, see [llms.txt](https://studio-docs.sandbox.game/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/the-editor/how-to-add-and-play-a-second-scene.md).

# How to add and play a second scene

A **scene** is a `.genesys-scene` file at the root of `assets/` (not in a `scenes/` folder). A new project starts with one, usually `@project/assets/default.genesys-scene`. Each extra level is another file: for example `@project/assets/level-two.genesys-scene`.

The **active** scene is the one open in the Outliner. The **default** scene is what the project uses as the main game level. Play can also run a scene you pick from the Run menu. Those three are not always the same file.

Do not hand-edit `.genesys-scene` files. The editor owns them. Create, open, save, and switch in Sandbox Studio. You can also ask the agent through [Sandbox Studio MCP](/working-efficiently-with-ai/set-up-and-use-sandbox-studio-mcp.md) (open, save, create, duplicate, set active).

{% stepper %}
{% step %}

## Find the scene you have

In the Asset panel, look for `*.genesys-scene` at the top of `assets/`. The path is fully qualified, for example `@project/assets/default.genesys-scene`.

The open document is the active scene. Save it with `Ctrl+S` / `Cmd+S` before you switch away. See [How to Save Your Project](/the-editor/how-to-save-your-project.md).
{% endstep %}

{% step %}

## Create a scene

In the Asset panel, right-click in `assets/`, choose **New asset**, then **Scene**. Name it with a full path such as `@project/assets/level-two.genesys-scene`.

You can also ask the agent to create an empty scene at that path, or to duplicate the active scene (a save-as of what you have).
{% endstep %}

{% step %}

## Open the scene you want to edit

Double-click the `.genesys-scene` in the Asset panel. That file becomes the active scene in the Outliner.

You can also ask the agent to open that path and set it active.

Place kit meshes, lights, and Player Start in **this** scene. Prefabs are shared files; instances in this scene are only in this scene. Player spawn: [How to spawn the player and place NPC prefabs](/the-editor/how-to-spawn-the-player-and-place-npc-prefabs.md).
{% endstep %}

{% step %}

## Put Player Start on walkable ground

Each scene that should be playable needs its own **Player Start** on collision the pawn can stand on. See [How to set collision and navmesh on mesh models](/the-editor/how-to-set-collision-and-navmesh-on-mesh-models.md).

A navmesh bake belongs with that scene (a `.navmesh` next to the `.genesys-scene`). Generate it for the level you are editing, not only the first file.
{% endstep %}

{% step %}

## Choose which scene Play runs

Click the small arrow next to Play / Run. Pick which scene this test uses, editor window or a new window, and other Play settings. See [Editor Orientation](/the-editor/editor-orientation.md).

That pick is for this Play session. It does not by itself change the project default scene.

The project default scene lives in project settings (`defaultScene` on `<Name>.genesys-project`, a `@project/assets/...genesys-scene` path). Prefer **Project Settings** in the editor (menu in the top-left) when you want Play and upload to start there. Do not hand-edit that JSON unless you know why.
{% endstep %}
{% endstepper %}

## Runtime travel between scenes

Jumping from one level to another during Play is **code** (your GameMode or game loop), not a field on Player Start. Ask the agent to wire that. Do not patch `.genesys-scene` files to change levels.

## Common mistakes

| What went wrong                               | What to do                                                                                                                                   |
| --------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| Built a second city in the same Outliner      | Create a second `.genesys-scene`. One file per level.                                                                                        |
| Played the old level after creating a new one | Double-click the new `.genesys-scene` to edit it. Use the arrow next to Play to pick the scene for this test, or set project `defaultScene`. |
| Edited a scene file in Cursor                 | Open it in Studio. Keep `.genesys-scene` out of agent file edits.                                                                            |
| Player falls through on the new level         | That scene needs ground physics and Player Start.                                                                                            |
| AI paths broken only on the new level         | Bake navmesh for that scene.                                                                                                                 |

## What You've Done

You can create a `.genesys-scene` from the Asset panel, double-click to edit it, and pick which file Play uses. Next: [How to kitbash a level from mesh models](/the-editor/how-to-kitbash-a-level-from-mesh-models.md) in the new file, or [How to Save Your Project](/the-editor/how-to-save-your-project.md) before you switch scenes.


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