Toggle entire game systems on or off.
Feature Flags
Feature flags let you enable or disable entire game systems with a single toggle. This lets you shape your game without any programming.

Flags come in groups. Game-design flags are creator-facing — you toggle them per world in the World → Features tab, and they can be overridden per project. Engine / security flags are lower-level engine capabilities: they live only in the engine config, are hidden from the Features tab, and are never overridden per project. Most flags below default to On — the Default column is authoritative.
A System That Is Off Is Invisible#
Turning a system off does more than stop it working — it takes the system out of sight, for your players and for you.
In the game, a system that is off leaves nothing behind:
| What disappears | Example with Equipment Upgrading off |
|---|---|
| Its top-bar button and overflow-menu entry | No Upgrade button |
| Its window, however it would have been opened — a key, a custom menu button, an NPC dialogue option or a Show/Hide Menu event command | The Upgrading window never opens |
| Its actions on items and on other players | No Upgrade action on gear, no +N badge, glow or bonus lines on tooltips |
| Its tabs inside other windows | — (with Enchanting off the item's Enchantments tab goes; with Equipment Progression off the item level and the item's Timeline history go; with Market off the Price tab goes) |
| Its key in Settings → Controls, and its touch button | — (with Mounts off there is no Mount key to bind) |
| Its HUD pieces and chat channels | — (with Parties off there is no party frame and no Party channel) |
| Its markers on the minimap and the map screen | — (with Quests off there are no quest markers; Parties off, no party markers; NPC Shops off, no shop markers; Discoveries & Fast Travel off, no discovered-place pins and no travel list) |
A window shared by several systems stays while any of them is on, and opens on the first part that still works: the Social button and window stay while any of Friends, Parties or Guilds is on, and the Store shows only the tabs of the systems you kept. The world map is not part of Discoveries & Fast Travel — with that system off the map still opens; only fast travel and discovered places leave it.
In the editor, the same switch hides the system's authoring surfaces:
| What disappears | Example |
|---|---|
| Its Database section, menu entry and command-palette result | Guilds off hides Database → Guilds; Crafting off hides Recipes |
| Its tabs inside other editors | Calendar off hides World → Calendar; Crime & Law off hides a faction's Law and Jail tabs |
| Its sections and fields inside other forms | Equipment Upgrading off hides the upgrade half of an item's Enchant & Upgrade section and the Upgrade Material Configuration section; Equipment Progression off hides Progression (Gear XP & Growth) |
| Its entry in UI Editor → Panels, and its own UI Editor tab | Notification Cards off hides the Notifications tab |
| Its event commands and Show/Hide Menu targets | Quests off removes the Quest commands from the command picker |
Three things to know:
- Nothing is deleted. Everything you authored while the system was on — recipes, upgrade costs, guild levels, an item's rune sockets — stays in your project, and saving a form while a section is hidden keeps its values. Turn the system back on and every button, window, page and field returns exactly as you left it.
- World → Features is never hidden. It is the one place a system comes back on, so it always shows every system.
- The editor follows the saved switch. Untick a system and press Save — its pages and fields leave the editor straight away, with no reload. A page shared by several systems (for example Pets & Mounts) stays until all of them are off.
- A page never opens on a hidden tab. If the tab an editor would open on belongs to a system that is off, it opens on the first tab that is still there: Economy opens on Trade History when Market is off, Pets & Mounts opens on Mounts when Pets and Pet Battles are off. When every tab of a page belongs to systems that are off, the page leaves the menus altogether.
- A link to a hidden page explains itself. Opening a switched-off system's page by its address, a bookmark or an old shortcut shows a short note — "…is turned off. Nothing here was deleted — turn it on in World → Features" — with a link there, instead of the editor for a system that is otherwise gone.
Choices that are already saved are left alone when their system goes off. A command already inside an event, the menu a Show/Hide Menu command targets, an NPC conversation action, the crafting Mode a recipe already has and the type an item already has all stay selected and readable in the editor — they are simply no longer offered for anything new — and the game ignores them until the system is back on.
Settings That Are Not Flags#
Not every switch is a feature flag. Diorama (height and perspective in top-down projects) has no flag. It is a per-project setting, off until you turn it on, under World → Rendering → Diorama, and it only works in top-down projects. Players cannot switch it, and it does not appear in the World → Features tab. See Diorama View for the camera preset, tilt, field of view, lean, square-tiles, cliff-corner and view-distance fields.
| Setting | Where | Default | Needs |
|---|---|---|---|
| Diorama | World → Rendering → Diorama (height and perspective) | Off | Top-down view mode. An up-to-date game server and game client |
| Build mode | Map Editor → top bar → Build | Available in every Diorama map | Diorama on (World → Rendering → Diorama) in a top-down project. No flag of its own. See Diorama Build Mode |
| A map's own camera | Map Properties → Atmosphere → Camera | Off: the map uses the project's camera | Diorama on |
| Diorama water look | Map Properties → Atmosphere → Water | Your water tiles under a light tint | Diorama on. See Diorama Water |
| RPG Maker U2U import | Tools → Import / Export → RPG Maker Import | Always there | The desktop Studio or the online editor (up to 150 MB of map data online); Diorama on to see the heights. See Bring Your RPG Maker U2U Maps |
Build mode (cliffs, walls, boxes, roofs, fences, bridges, stairs, waterfalls and Dress) has no flag. It shows in the map editor's top bar in every map of a top-down project with Diorama on.
Maturity Tiers#
Every flag also carries a Tier, so you can tell a core system from a newer one before you build your game on it. The tier never changes a flag's default — it tells you how much playtesting to do.
| Tier | What it means |
|---|---|
| Stable | A core system: shipped, played in live worlds and covered by tests. Safe to build on. |
| Beta | Shipped and working, but newer or lightly played. Expect rough edges, and playtest the parts your game leans on. |
| Experimental | Partly built, not yet run end to end against its outside service (for example Steam), or parked. Turn it on deliberately and playtest before players see it. |
Game-Design Flags (creator-editable)#
These are the toggles in World → Features:
| Flag | Default | Tier | What It Controls |
|---|---|---|---|
| Survival | On | Stable | Hunger, thirst, temperature, stamina mechanics |
| PvP | On | Stable | Player vs player combat in PvP zones |
| Biome PvP Rules | On | Beta | Per-biome PvP rules plus the entry/exit countdowns before PvP switches on or off. Off = zones decide alone and the flag flips the instant a player crosses a line. See PvP Zones & Timers |
| CC Diminishing Returns | On | Stable | Repeated hard crowd-control on the same target wears off, then grants brief immunity |
| Shields | On | Stable | Recharging shield pools, what happens when a shield breaks, damage-type filters, per-hit caps and drain order. Off leaves shields soaking damage the simple way — one pool, spent once. See Status Effects |
| Ability Stages | On | Experimental | Charges, recasts, unstoppable wind-ups, hold-to-charge shots, channels that follow the cursor, returning projectiles, the Leap and Rewind actions, a dash's Along the path ability and thrown potions that cast where they land. Off: every ability is a plain single-stage cast, those actions do nothing, and thrown potions fall back to the classic throw at a unit. See Abilities & Skills |
| Moves | On | Experimental | Abilities can play a Move: a leap, dash, step back, blink or pause chained into one timeline with flips, fades and animation clips, and abilities fired at its markers. Author them in Database → Moves; see Moves. Off: Play move actions do nothing (Leap and Dash actions still work) |
| Minigames | On | Experimental | Events can open a minigame from Database → Minigames with Start Minigame and branch on Perfect, Success, Failed or Cancelled; the game server replays the player's presses to decide. Also what lets a locked door or chest be picked (the Lockpick minigame). See Minigames. Off: Start Minigame takes its Failed branch, nothing opens, and locks can only be opened with their key |
| Return Items | On | Experimental | Items can teleport the player on use (a place, their bind point, their starting location, the nearest spawn point, or a place they choose), or set their bind point. See Return Items. Off: those items do nothing on use |
| Item Abilities | On | Experimental | Items can cast an ability when used (free or at the ability's cost, used up, kept or worn out). See Item Abilities. Off: those items do nothing on use |
| Starting Locations | On | Experimental | Named starts a new character picks on the create screen's Origin step, limited by race, class or character. See Starting Locations. Off: everyone begins at the world's start |
| Books | Off | Experimental | Items and events can open books, notes, picture books and audio journals. See Books, Notes & Audio Journals. Off: readable items do nothing and the Library is hidden |
| Fishing Minigame | On | Experimental | Each catch at a fishing spot is played: cast, bite, fight. Needs Minigames. See Fishing. Off: fishing spots use the progress bar |
| Pickpocket Minigame | On | Experimental | Picking a pocket plays Pickpocket Reach (ease your hand in, freeze when the mark looks) instead of a dice roll; the mark's Awareness sets its difficulty. Needs Minigames. See Pickpocketing. Off: the dice roll |
| Ground Areas | On | Experimental | The Spawn area ability action: fields that pulse an ability, traps, delayed bombs, auras, walls and tethers. Off: the action does nothing (the rest of the ability still works) and live areas vanish. See Ground Areas |
| Combat Triggers | On | Experimental | "When X, do Z" rules on statuses, passives and items: on-hit procs, stacking payoffs, empower-next, cooldown resets, blocks and parries, cheat death and timed pulses. Also makes item status-effect rows (on hit / on use / while equipped) apply. Off: no trigger fires and item rows do nothing. See Triggers |
| Ability Loadout Choice | On | Experimental | Weapons, armor, shields and capes can offer several abilities per slot and several passives; players slot the ones they want from the item's Abilities tab, out of combat. Authored in Items → Weapon Types / Armor Types and each item's Advanced tab. Off: every slot uses its first option and the choice is hidden. See Items & Equipment |
| Mount Abilities | On | Experimental | While a player rides a mount that lists abilities (Pets & Mounts → Mounts → Abilities), the ability bar shows the mount's abilities and they can be cast without dismounting. Off: riding keeps the normal bar and every ability is refused while mounted. See Mounts & Rider Fit |
| Shapeshift | On | Experimental | The Transform status type: while it lasts the player wears the form's avatar and fights with the form's own ability bar, which also wins over a mount's. Off: a transform status is only an icon (its stat change still applies). See Status Effects |
| Item Power | On | Experimental | Spells scale with the power (tier + quality + enchant + mastery) of the item that grants them, and heals scale too. Also needs Combat → Itemization → Item Power Mode set to Item power — every world starts on the legacy tier multiplier, so turning the flag on changes nothing by itself. Off: always the legacy weapon-tier multiplier. See Combat System → Item power |
| Shields vs. Environmental Damage | Off | Experimental | Lets shields and invulnerability apply to ground hazards, the battle-royale ring, damage floors, starvation, thrown potions, pet combat and event scripts. Off by default because turning it on also means an invulnerable player stops starving, and pets become damageable |
| Desktop Launcher | On | Beta | The launcher window players see before your game — your art, wordmark, carousel, news column and links (UI Editor → Launcher). Off = the plain PLAY screen. Browser players never see it, and client updates keep working either way. See The Game Launcher |
| Steam DLC | On | Experimental | Players whose Steam account owns your DLC are given its Item Shop product, once, when they enter the world. Does nothing until a product has a Steam DLC App ID (Studio plan or above). Off = no DLC checks are made. See Publishing on Steam |
| Steam Achievements & Presence | On | Experimental | In a Steam build, unlocking an achievement also unlocks the matching Steam achievement, and Steam friends see where the player is. Does nothing until you turn on Steam Achievements & Rich Presence in Settings → Integrations (Studio plan or above). See Publishing on Steam |
| Steam Wallet Checkout | On | Experimental | Steam builds sell Item Shop products for real money through the player's Steam Wallet. Does nothing until you turn on Steam Wallet Checkout in Settings → Payments (Studio plan or above), and starts in Valve's sandbox. Off = the server refuses Steam purchases. See Publishing on Steam |
| Steam Sign-In | On | Experimental | Players of your Steam build sign in with their Steam account — no email or password. Does nothing until you set a Steam App ID and Steam Web API Key in Settings → Auth. Off = the server refuses Steam sign-ins and the login screen never offers one. See Publishing on Steam |
| Pet Battles | On | Experimental | Pokémon-style turn-based pet battles — player duels and trainer NPCs with authored battle teams and battle scenes. Off = every challenge, to a player or a trainer, is refused |
| Pets | On | Stable | Pet taming and ownership, and NPC companion pets |
| Mounts | On | Stable | The mount key and button: summoning, riding, the wait ring. Covers mount items and rideable pets — see Mounts & Rider Fit. Off: the mount key does nothing (a rideable pet can still be ridden from its own menu while Pets is on) |
| Housing | On | Beta | Player housing plots, land claims, build mode and build parts |
| Guilds | On | Stable | Guild creation and management |
| Guild Alliances | On | Beta | Several guilds band together under one tag — allies in combat, an alliance tag on their nameplates, and shared territory. Needs Guilds; with guilds off the Alliance tab is hidden regardless. See Guilds & Social |
| On | Stable | In-game mail system | |
| Market | On | Stable | Player marketplace: sell orders, buy orders and Sell now, on the World Market and on any faction or auctioneer market you turn on. See Market & Trading |
| Trading | On | Stable | Direct player-to-player trades |
| Proximity Awareness | On | Beta | Players approaching from off-screen get a compact nameplate pinned to the edge of the screen, pointing their way. Off = a player only appears once they are on camera. Handing out that warning is a real PvP decision, which is why it's a toggle. See UI & HUD Editor |
| Crafting | On | Stable | Crafting stations and recipes |
| Grid Crafting | On | Beta | Recipes whose Mode is Shaped grid are made by arranging items on a bench. Off hides the bench; list recipes are unaffected — see Crafting Recipes |
| Recipe Discovery | On | Beta | Recipes whose Mode is Discovery stay hidden until a player finds the combination on the Experiment tab. Off hides the tab; recipes already found are kept |
| Quests | On | Stable | Quest system |
| NPC Shops | On | Stable | NPC merchant inventories |
| Friends | On | Stable | Friend list and messaging |
| Parties | On | Stable | Party grouping |
| Bank | On | Stable | Personal bank storage |
| Day/Night Cycle | On | Stable | Time of day progression, the HUD clock (top-bar chip + the placeable World Clock element), and the ambient light curve. Off = the world holds at midday in full daylight; pin a different fixed time with the Set Time event command |
| Weather | On | Stable | Weather rolls and schedules, intensity ramps, Weather Climates (per-area weather), the weather HUD chip, all weather visuals (rain/snow/fog/lightning/ground cover), the Snow look, and weather ambience |
| Calendar | On | Beta | Authored months/weekdays/years, dated events, the forecast, and the player calendar panel (top-bar chips, More-menu button, , key) |
| Notifications | On | Stable | The authored popup cards for skill level-ups, new maps, discoveries, boss kills, loot and quests. Off = no cards at all; chat lines still fire. See Notifications & Feedback |
| Discord Announcements | On | Beta | Posts server online/offline, boss kills, world and calendar events, achievements, level milestones and logins to your Discord channels, plus an optional live status message. Does nothing until you add a webhook in Settings → Discord. Off = nothing is ever sent to Discord. See Discord Announcements |
| Discord Bot | On | Experimental | Your own Discord bot: global chat ↔ a Discord channel, roles for players who link their account, and /online, /who, /leaderboard, /status. Does nothing until you save a bot token in Settings → Discord bot. Off = the bot never connects. See Discord Bot |
| Discoveries | On | Stable | Placeable Location Markers, the "Location Discovered" card, permanent map pins and fast travel. Off = markers are inert scenery and fast travel is refused. See Locations & Discovery |
| World Overview | On | Beta | The map screen's World view (an illustrated overworld or a grid of your maps), its World Overview key, and the UI Editor's World map view. Off = the map screen only shows the current map and the server sends no world-wide map data. See World Map & Overworld |
| Waypoint Guidance | On | Beta | The floor trail, guide arrow, screen-edge arrow, destination marker and minimap route toward a tracked quest, the player's own pin or an event waypoint. Off = nothing is drawn, no pin can be dropped and Set Waypoint does nothing. See Waypoints & Guidance |
| Player Onboarding | On | Beta | The controls introduction new players walk through after their first spawn — your steps, your wording, key hints that follow each player's own bindings, and cards that point at your real HUD (UI Editor → Onboarding). Off = players spawn straight into the world with no intro; your steps are kept. See Player Onboarding |
| Dungeons & Arenas | On | Stable | Instanced content & matchmaking (dungeons, arenas, queues, portals) |
| Encounter AI | On | Stable | Threat tables, coordinated packs, and boss encounter scripts |
| Tactical Combat AI | On | Beta | Ranged mobs/NPCs kite to keep their spacing; wounded adventurer NPCs retreat to safety before resting |
| Stealth & Perception | On | Beta | Perception/stealth detection (sight cones, hearing, light) |
| Crime & Law | On | Beta | Factions own territory and write their own law — which acts are crimes, what each adds to a bounty, and whether guards fine, arrest or attack. Carries pickpocketing, witnesses, stolen goods and fences, fines and arrests, jails, the Serve Jail Time command and wardens. Off = nothing is a crime, the Steal line never appears and no bounty is ever raised; factions stay authorable for territory and rivalries. See Factions & Law, Pickpocketing & Stolen Goods and Doors & Locks |
| Shield Guard | On | Stable | Players hold Guard to raise an off-hand shield; hits from the front are cut by the shield's guard rate. Off = the Guard key does nothing and shields only give stats. See Weapon Swings & Shield Guard |
| NPC AI Chat | On | Beta | Runtime LLM-driven NPC dialogue (needs a provider/credits) |
| Living World Sim | On | Beta | A slow background model watches crimes, PvP kills, quests and trades on faction ground and lets faction relations drift; it only suggests stance changes and linked world events, which you approve in Database → Factions → Living World Sim. Off = nothing is watched or suggested; settings are kept. See Living World Sim |
| Turn-Based Battles | On | Beta | Players and parties can fight monster parties in turns: started by a Battle Processing event command, by touching a mob, or from a zone encounter list. Inert until Combat → Turn Battles → Battle Mode leaves Real-time. See Turn-Based Battles. Off: no turn battle starts and Battle Processing counts as a win at once |
| Dialogue Busts | On | Beta | Visual-novel portrait art over the NPC dialogue window — two characters at once, speaker lit, listener dimmed. Off = the letter icon only; your bust libraries and cues are kept. See Dialogue Busts |
| Guest Login | On | Stable | Anonymous play without an account. Off = the login screen hides Play as guest and the server turns guest sessions away ("Guest play is turned off on this server"). A server with no sign-in set up at all still lets everyone in as a guest, since that is the only way to play |
| Premium Shop | On | Stable | Real-money cosmetic/convenience store |
| Gold Store | On | Stable | Real-money gold purchase |
| Arena Modes | On | Experimental | Authorable instanced match modes (requires Dungeons & Arenas) |
| Chests & Storage | On | Stable | Placeable and authored world chests with persistent storage |
| Bosses & Raids | On | Stable | Multi-phase boss fights, hazards, enrage, raid lockouts |
| Enchanting | On | Stable | Rune sockets and enchantment effects |
| Equipment Upgrading | On | Stable | +N equipment upgrading with authored materials |
| Affix Reroll | On | Stable | Reroll a gear piece's prefixes/suffixes for an authored chance and silver/item cost — see Enchanting & Upgrading |
| Equipment Progression | On | Stable | Per-item gear XP and growth |
| Zone Tiers | On | Stable | Maps carry a tier that decides what spawns and drops there — see Zone Tiers. Off = everything enters at its band’s Min Tier |
| Equipment Loadouts | On | Stable | Saved, swappable equipment sets — buying the pieces a build is missing, and authored loadout kits sold by NPC shops |
| Level-Up Effects | On | Stable | Level-up burst VFX and level-gated auras on characters/classes |
| Progression Profiles | On | Beta | Characters → Progression: how characters level (skills, character XP, both, none), point pools, level-up rewards and Learn at level. Inert until you author a profile or a row; off = average skill level and rows ignored |
| Attribute Points | On | Beta | Skills → Attributes: players spend a profile's stat points on Attributes you make (Strength: +2 Attack per point), with maxes, soft caps and the pool's reset rule. Inert until you author an attribute and turn on a profile's Stat points; off = attributes give no bonus and spending and resets are refused (spent points are kept) |
| Skill Boards | On | Beta | Skills → Boards: Skill Boards built in the canvas builder (six layouts, one-click presets) that a profile gives a character — nodes unlocked with pool points or by levelling the parent skill, with ranks, choice groups and the board's reset rule. Inert until you assign a board to a profile; off = boards give nothing and unlocks and resets are refused (owned nodes are kept) |
| Contextual Skills | On | Stable | Scopes skill bonuses to what trains them, splits skill XP across linked skills, and enables passives |
| Farming | On | Beta | Tilled soil, planting, watering and harvesting — and the built-in Farming skill |
| Elements & Resistances | On | Stable | Damage elements, an effectiveness chart, and elements that proc status effects on hit |
| NPC Adventurers | On | Beta | NPCs that hunt, loot, trade and bank like players |
| NPC Leveling | On | Beta | Generated NPCs earning XP and levels |
| Premium Membership | On | Beta | Timed account perks bought with in-game gold |
| Sprite Recolor | On | Stable | Recoloring imported sprite art as an avatar property, and the Media Manager's Recolor… editor |
| Autotile Generator | On | Beta | The Generate Autotile tab in Manage Biomes and the autotile-generate AI action. Off hides both; tilesets you already generated keep working |
| NPC Transit | On | Beta | Moving live NPCs/mobs between maps — the NPC Control "Transfer to Zone" event operation and recurring Travel Schedules — see Moving NPCs Between Maps |
| Population Modes | On | Beta | Per-map crowd handling — mark a map as a Social hub (its crowd is hidden from itself sooner, so a town holds far more people) or a Combat zone (a hard player limit with an entry queue at the border). Every map is Normal until you say otherwise, and Normal is exactly today's behaviour — see Population Modes |
| Map Crossings | On | Beta | Maps placed side by side on the overworld connect by walking: where both sides are open along the shared edge, the ground lights up and stepping onto it carries a player across. Off = maps only connect through portals and transfer events, and your layout is kept — see The Overworld |
| Free-Direction Movement | On | Experimental | Held arrow keys walk in 8 directions and a gamepad stick steers freely, instead of one tile per press. The server still owns the speed and every collision rule, and letting go settles the player onto the centre of their tile, so step, bump and button events still trigger. Click-to-move is unchanged. Off = classic tile-by-tile stepping, the genre convention for grid games |
| Diagonal Movement | On | Experimental | Two held arrow keys walk diagonally and click-to-move cuts corners, as in RPG Maker U2U, by the corner rule: never past a blocked corner, never across a height change, and on stairs only where the flight is two or more tiles wide. Each map can switch it off in Map Properties → Gameplay Rules → Diagonal movement. Off = four directions on every map. See Controls → Diagonal movement |
| Looping Maps | On | Experimental | RPG Maker's Scroll Type: a map set to loop in Map Properties → Gameplay Rules → Map loop (horizontally, vertically or both) joins those edges, so walking, click-to-move, events and monsters cross from one side to the other; the camera stops holding a looping edge. Off = every map keeps its edges and the setting is kept. See Looping maps |
| Passage Overrides | On | Experimental | RPG Maker U2U's Passage Override: on any map cell or part top, override what the tiles say (Passage on / off, each side, Ladder, Bush, Counter, Damage Floor, Terrain Tag), painted with the Floor tab's Passage tool (O) and shown with F4; imported from RPG Maker U2U. The game reads overrides before the tile flags. Off = every stored override is ignored and the tiles decide. See Passage Overrides |
Turning one off hides its systems everywhere — HUD, editors and server intents alike. Each is also gated by its own authored content, so a world with no runes, no arenas and no chest spawn rules never surfaces those systems even with the flag on.
Engine / Security Flags (config-only)#
These are set in the engine config, not the Features tab, and are never overridden per project:
| Flag | Default | Tier | What It Controls |
|---|---|---|---|
| Dynamic Lighting | On | Stable | The client's lighting pipeline: point lights, ambient occlusion, cast shadows, bloom and the screen-edge vignette. Off = no lights or shadows are drawn (day and night still tint the world), the Lighting row disappears from the player Settings menu, and authored lights and shadow settings are kept but not drawn |
| Audio Middleware | On | Beta | Data-driven game-audio engine (buses, events, snapshots, RTPCs) |
| Shader Editor | On | Beta | Creator shaders / post-processing |
| Cinematics | On | Beta | Timeline cutscenes directed on the map and played by the Play Cinematic event command. Off = Play Cinematic finishes instantly and nothing is shown — see Cinematics |
| Anti-Cheat | On | Stable | Behavioural detection and automated sanctions — see Anti-Cheat & Server Integrity |
| Studio Copilot | On | Beta | The built-in AI assistant in the editor. Off hides it completely — the assistant drawer never opens and its server routes stop answering. Turn it off if you would rather build without AI assistance. See Studio Copilot Overview |
| Sandboxed Plugins | On | Experimental | Run server plugins in the QuickJS sandbox |
| Sandboxed Client Plugins | On | Beta | Run client plugins in the QuickJS sandbox |
| Framed Client Plugins | Off | Experimental | Run client plugins in a locked-down frame instead of the QuickJS sandbox — same isolation, but plugins keep canvas, WebGL and full speed. Off until it has been proven live; when on, it takes precedence over Sandboxed Client Plugins |
| World Hover Tooltips | Off | Experimental | The in-world panel that followed the cursor over players, mobs, NPCs and pets. Parked — nameplates and hover cursors cover the same ground without a panel chasing the mouse. Turning it on restores the panel and its per-type toggles in the player Settings menu |
| Lag Compensation | On | Experimental | A player's ability is judged against where a moving target was when that player saw it, not where it is now — so a shot that looked like a hit is one. Covers the range check on a targeted ability (a target that was in range on your screen counts as in range) and the hit tests of skill shots, projectiles, beams and area bursts. How far back comes from the player's connection — the game reports the smoothing delay it is actually drawing other players and mobs with plus half its round trip on every ability press and release (a server that doesn't have the flag on is never sent it), and the server falls back to its own measured round trip until the first report arrives — and is capped at 200 ms, so a slow or dishonest connection never buys more than that; only targets on the caster's own map are ever considered, and the caster itself is never moved. Mobs' abilities are unaffected. Off until it has been playtested on high-latency links, because it changes who a shot hits. Off = no position history is kept and every hit test uses present positions |
| Client Prediction | On | Experimental | The player's own character starts walking the instant they click or press, instead of a round trip later. The game walks it against the collision it already knows, labels every move with a sequence number, and the server reports back which move it has processed and where the player really is: a small disagreement is eased out over a few frames, a large one (a teleport, a knockback, a door the game could not see) hands the character straight back to the server's position. The server still owns every position — nothing the game predicts is ever trusted. Needs a server new enough to acknowledge moves; against an older one it stays off. It also starts the player's own swing on an ability press (see Combat Timing & Feel). A player can force both per browser with the ed5.netPrediction storage key (1 on, 0 off). Off until it has been playtested on high-latency links. Off = your own character moves when the server says so, smoothed |
Editor Environment Settings#
These are not toggles in the Features tab: they are environment settings on the editor itself (your Studio Web deployment, or the .env of your local / desktop editor).
| Setting | Default | Tier | What It Controls |
|---|---|---|---|
PUBLISH_MODE=flip | Off | Experimental | Publish stages your content beside the live world and switches it over in one step; a failure before the switch changes nothing live. Unset = the direct, table-by-table publish. See Flip Publishing |
EVENTS_PER_ROW=true | Off | Experimental | Stores map events one per event, so saving one event no longer rewrites every event on the map. Set it on the editor and the game server, and only once every editor and game server build you use supports it. See Map event storage |
CHUNKS_PACKED=true | Off | Experimental | Saves map tiles in a compact packed form beside the usual copy, so maps load faster. Editors and game servers with this release read both forms whatever the setting says, and fall back to the usual copy whenever the packed one is missing or out of date. Set it on the editor and the game server |
Examples#
- PvE-only game — turn off PvP
- Casual game — turn off Survival
- Single-player feel — turn off Guilds, Parties, Friends, Mail, Trading, Market
- Require accounts — turn off Guest Login
- Hide monetization — turn off Premium Shop and Gold Store (both ship On)
When a flag is off, the entire system is skipped — no processing, no UI shown to players, no related database operations.