Introduction
KebabEditor models gameplay data as typed objects called archetypes, and saves levels as plain glTF.
Why archetypes?
Most level pipelines hide gameplay data in loose custom properties such as type=trigger. KebabEditor models them as real objects instead. An archetype has an id, a display name, an optional icon and a set of typed parameters with default values. An object in the scene carries any number of archetype instances.
On save, the instances are written into the standard glTF extras field, so a level stays valid JSON that other tools can open.
What you can do
- Place greybox boxes and spheres, models, lights and empty objects in a 3D viewport.
- Attach archetypes such as colliders, triggers, lights and a player start.
- Define your own archetypes with their own parameters.
- Run the level in a playtest and check jumps, drops and triggers.