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- World > Add > Invisible Wall: a 2 x 2.5 m box (Object role) standing on the floor across the view. Frame Home never draws it; it stops you and is never stood on. - Meta's invisible walls (a solid collider with nothing drawn, 2 m or taller: Cascadia's, Space Station's, Desert Terrace's, Haven's) load as invisible walls instead of surfaces, so the play space they bound holds. - Walk grid: a drawn floor's edge exemption no longer applies within a body's radius of a wall, so a wall through a drawn floor takes that floor away. tools/walktest/wallcheck: walls at every angle never have walkable area inside. - New items land on the home's own surfaces when the spot is beyond the walkable area. - The Planet (World > Add > Planet, Planet Pull) is gone; older files' planet zones still load. - ImGui menus: a safe triangle from where the pointer was on the item to the whole submenu; crossing other items on the way neither opens them nor closes it (resting 0.3 s still does). - Self-test: invisible wall placed, walked into (with and without the area), through a drawn floor, undone (98/98). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
176 lines
11 KiB
Markdown
176 lines
11 KiB
Markdown
# Frame Studio guide
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Frame Studio opens a home, shows it the way the Steam Frame draws it, and lets you change it: move, hide or delete
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its objects, decide where you can walk, add spawn points, seats and sounds, and save it as a `.fenv` environment for
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the headset. This guide walks through the window and the everyday tasks. To install Studio, see
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[getting-started.md](getting-started.md).
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## The window
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```
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┌───────────────────────────────────────────────────────────────────────────┐
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│ File Edit View World Bundle Headset Debug Help menu bar │
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├────┬──────────────┬──────────────────────────────┬────────────────────────┤
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│ ✥ │ EXPLORER │ │ Selected World Env… … │
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│ ⟳ │ Filter… │ │ ───────────────────── │
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│ ⤢ │ ▾ Root │ 3D VIEW │ INSPECTOR │
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│ ✎ │ ▾ folder │ │ (the chosen tab's │
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│ ── │ object │ │ settings) │
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│ ◍ │ ▾ World │ │ │
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│ ☺ │ Spawns … │ │ │
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│ ⌗ │ │ │ │
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├────┴──────────────┴──────────────────────────────┴────────────────────────┤
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│ ❚❚ Pause ───────────●───────────────── 12.0 / 60.0 s Sound on │
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│ Home name · format · selection · fps Frame: sent … │
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└───────────────────────────────────────────────────────────────────────────┘
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```
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| Part | Where | What it's for |
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| **Tool strip** | left edge | the transform tools, Draw Floor, and how the gizmo and the camera behave |
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| **Explorer** | left | everything in the home: its objects (in the file's own folders, or grouped by kind) and its world items |
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| **3D view** | middle | the home as the headset draws it, with the gizmo and the walkable area on top |
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| **Inspector** | right | settings, in tabs: **Selected**, **World**, **Environment**, **Bundle**, **Headset** |
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| **Timeline** | bottom | plays the home's animations and sound; drag to scrub through the loop |
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| **Status bar** | very bottom | the home's name and format, what's selected, the frame rate, and whether the headset has it |
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Drag the thin lines between the Explorer, the 3D view and the Inspector to make any of them wider.
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## Opening a home
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- **File > Open Home...** (Ctrl+O), or drop a file on the window. It opens:
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- a Meta home (`.apk`). A *footprint* (the room) and its *vista* (the world outside) are opened together: pick both
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in the file dialog, or open the footprint and Studio offers the vistas beside it;
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- a Frame environment (`.fenv`);
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- models from Blender or Unity (`.glb`, `.gltf`, `.fbx`, `.obj`).
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- **File > My Environments** lists what you have saved; **File > Open Recent** lists what you had open.
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- **File > Add Vista...** gives a footprint its vista; **File > Add Models...** places models into the home.
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- A big home asks after a while whether to keep waiting; **Stop Loading** cancels.
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## Moving around in the 3D view
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| Do this | With |
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| Orbit | middle-drag, or Alt + left-drag |
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| Pan | Shift + middle-drag |
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| Zoom | mouse wheel, or Ctrl + middle-drag |
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| Fly | hold the right mouse button + W A S D, Q / E down / up (wheel: speed, Shift: 4x) |
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| Look from where you'd stand | **Player view** in the tool strip, P, or Numpad 0 |
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| Frame the selection / everything | F / Home (or double-click a row in the Explorer) |
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Press **F1** (Help > Controls) for the full list.
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## Selecting and editing objects
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1. Click an object in the 3D view or the Explorer. The Inspector switches to **Selected**.
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2. Pick a tool in the tool strip (or press its key) and drag the gizmo:
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- **Move** (G), **Rotate** (R), **Scale** (S). Hold Ctrl to snap.
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- The globe / cube button switches the gizmo between the world's axes and the object's own.
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3. Or type exact values in **Location**, **Rotation** and **Scale** in the Selected tab.
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4. In the same tab: **Visible**, **Reset** (back to where the home had it), **Only This** (hide everything else,
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I), and **Delete** (X).
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The Explorer's eye buttons hide objects or whole folders. **Edit > Unhide All** (Alt+H) brings them back. Every
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change can be undone with Ctrl+Z and redone with Ctrl+Shift+Z.
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## Where you can walk
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Frame Home works out where you can walk from the home's shapes: floors you can reach from the start, under enough
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headroom, and nothing in the way. The 3D view shows it: green is walkable, blue are small gaps it bridges, orange are
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edges, grey are floors you can't reach. **W** shows or hides it.
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- The **World** tab shows the area's size and its settings (step height, headroom, body radius). The presets
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**Open**, **Standard** and **Careful** set them for you.
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- **World > Auto-generate Walkable Surfaces** gives every mesh a surface: walkable where it's flat, blocking where
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it's steep. A summary shows what it did; **Undo** in it takes back just that run.
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- Per object, the **Surface** buttons in the Selected tab decide what it is for the player:
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**Auto** (decided by its shape), **Surface** (walk on its flat parts, bump into its steep ones),
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**Collider** (you can't walk through it), **Walk through** (ignored). Right-clicking an object offers the same.
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- **Draw Floor** (B, or the brush in the tool strip): select an object, then drag over it to paint walkable floor
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onto it, even on furniture. Shift+drag erases; [ and ] change the brush size. **Fill Flat Faces** paints every face
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of it that's flat enough at once.
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## World items
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**World > Add at the View's Centre** places items where the camera looks:
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| Item | What it does on the headset |
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| **Spawn Point** | where you start, facing the way it faces |
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| **Seat** | a place to sit: point at it and pull the trigger; its "stand up here" ring is where you get up |
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| **Teleport Hotspot** | a spot the teleport arc snaps to |
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| **Surface** | a box you can scale into a floor, a step or a wall |
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| **Wall Spot** | where SteamVR's panels dock |
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| **Invisible Wall** | stops you; never drawn on the headset. Scale and turn it to fit; where it stands is no longer walkable |
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| **Gravity Zone** | inside it, "down" is the zone's own: a direction, or any surface you stand on |
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Select an item to move it with the gizmo or type its values in the Selected tab. **World > Clear World Layer**
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removes them all.
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Meta's own homes have invisible walls too, round their play space (Cascadia, Space Station, Desert Terrace, Haven).
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Frame Studio and Frame Home read them as invisible walls, so you can't walk out past them. Select one in the Explorer
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to delete it, or set its **Role** to Surface, if you want to go further in that home.
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## The environment: name, picture, sound
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The **Environment** tab, top to bottom:
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- **Environment**: the name it shows on the headset, its picture (**Choose...**, or a view taken when you save), and
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what it's made of.
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- **Sound**: the home's own ambience and a background sound of your own (MP3, Ogg, Opus, WAV or FLAC), with their
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volumes. Drop a sound file on the window to add it. **Save Its Sound...** keeps the home's ambience as an Ogg file.
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- **World settings**: its own headset settings: resolution, foveation, MSAA and frame rate.
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**Calculate Best Settings** walks it on the headset and keeps the sharpest settings that hold 120 fps.
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## Saving
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| Command | Does |
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| **File > Save** (Ctrl+S) | saves into **My Environments** (`Documents/Frame Studio/Environments`); a saved `.fenv` saves into itself |
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| **File > Save As...** (Ctrl+Shift+S) | saves a copy anywhere; Save goes there from then on |
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| **File > Auto-saved Versions** | every 5 minutes with unsaved changes, a version is kept (the last 10) |
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| **File > Faster Saving** | packs on all CPU cores: about 3x quicker, about 1% bigger |
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| **File > Leave Out What Can't Be Seen** | drops geometry nobody can see from anywhere they can stand, so the headset draws less |
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| **File > Revert to Original** | the home as it shipped, without your changes |
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Saved environments are *baked*: everything the headset needs, already in its own format. See
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[environments-and-fenv.md](environments-and-fenv.md).
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## Bundles
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A bundle (`.fbundle`) packs several saved environments into one file, to share or install together. Use the
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**Bundle** menu or the **Bundle** tab: **New Bundle**, add environments (the open one, from My Environments, or any
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`.fenv`), **Save Bundle...**, and **Install on Steam Frame...**. Opening a `.fbundle` lists what's in it; double-click
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one to open it, or **Unpack into My Environments**. See [bundles.md](bundles.md).
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## Sending it to the headset
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The **Headset** tab (or the **Headset** menu):
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- **Send to Frame** makes the open environment the headset's current one, saved or not.
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- **Install Frame Home** puts Frame Home itself on the headset, with the environments and bundles you list under
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**Environments to install**. **Restore SteamVR's Environment** takes it off again.
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- The **Headset** field is the headset's address: an SSH alias such as `frame`, or `steamos@<address>`.
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See [headset-setup.md](headset-setup.md) and [install-frame-home.md](install-frame-home.md).
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## Settings and tools
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- **Edit > Settings...**: Studio's own (3D view resolution, anti-aliasing, texture size and filtering) and the
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headset's (read from and written to the Frame).
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- **Debug**: views that show how the home is built and what it costs (Wireframe, Meshes, GPU Cost, Overdraw),
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**Leave Out** to hide whole kinds of objects, **Home Report...** (what the home is made of and what may be slow)
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and **Headset Debug...** (the same views on the headset).
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- **View**: **Show Only Selected** (I), **The Home's Meshes**, **World Layer** (W) and **Show Everything**.
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## Keyboard shortcuts
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| Key | Does | Key | Does |
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| Ctrl+O | open | Ctrl+S | save |
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| Ctrl+Shift+S | save as | Ctrl+Z / Ctrl+Shift+Z | undo / redo |
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| G / R / S | move / rotate / scale | B | draw floor |
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| H / Alt+H | hide / unhide all | X, Delete | delete |
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| F / Home | frame selected / all | P, Numpad 0 | player view |
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| I | show only selected | W | world layer |
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| Esc | deselect | F1 | controls |
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