Change Background Colors or Images in Scenes
Depending on your design, you can add a background to all scenes in a World or to individual scenes. You can use simple color backgrounds or images.
Depending on your design, you can add a background to all scenes in a World or to individual scenes. You can use simple color backgrounds or images.
There are two ways of creating a project in Buildbox:
To create a project:

After the project is created, a BBDOC file will be created on your computer with the name of your game, and its name will also appear in the Open Recent section on the Getting Started screen.
For exporting and ad monetization, see Export a Game Project and Ad Monetization.
You can preview and test the entire game either from the World workspace or UI node workspace or individual scenes (from the World workspace only).
The Preview window opens with your game or scene loaded where you select the desired preview settings and play the game or preview the selected scene.

| Button | Icon | Description |
| Debug Mode | ![]() |
Highlights and shows the collision shapes of the assets in different colors during the game preview. See also Change Collision Shapes. |
| Take Screenshot | ![]() |
Allows you to take a screenshot of the game and save it to your desktop as a PNG file. Just click this button while previewing the game at the frame you want an image of. |
| Set Screen Size | N/A | Choose the mobile device screen size for your preview. |
| Zoom | N/A | Select a percentage value by which to scale the selected screen size for display. |
| Reload | ![]() |
Reloads the game to see the latest changes, if you’ve made any.
Leave the Preview window open, and it will update the preview as you make changes to the game.
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| Script Logs | ![]() |
Opens the JavaScript logs that you can use for troubleshooting, if needed. |
If you would like to integrate a different ad network into your game, you must have the following requirements:
The following section will walk you through how to select the custom ad option before exporting your game.
This action node toggles the visibility of an asset based on the Interval and Threshold values. Interval is the number of times this node is enabled. Threshold is the distance that the first-spawned Character has traveled.
To learn more about the Interval and Threshold attributes, click the dropdowns below:
Node Attributes| Option | Description |
| Name | Type a custom name for this node, if needed. |
| Initially Visible | Select to make the asset visible when it is created or spawned in the game. Clear to make the asset invisible. |
| Use Interval | Select to enable Interval attribute. Clear to disable the Interval attribute. |
| Interval | Enter the number of times you want this node to be enabled before toggling the asset’s visibility. |
| Use Threshold | Select to enable Threshold attribute. Clear to disable the Threshold attribute. |
| Visibility Threshold | Enter how far you want the first-spawned Character to travel before changing the asset’s visibility. |
If needed, you can also customize this node. For details, see Customizing Nodes.
The Outliner panel in a 3D world provides a hierarchical outline of the contents of your game world. It lists all the assets you have in the current scene and the world.
By default, each world has a camera and a light source, which you cannot delete. For each scene, a set of Start and End points is added by default (see Scene Editor). As you add assets to your world or if you select a template, all additional objects will be displayed in the Outliner, as shown in the image below on the left.
If your click the Collision Shape Editor
button on the Scene Editor toolbar, the Start and If Collide nodes of the assets with the collision shapes will also appear in the Outliner, as shown int he image below on the right. See also Viewing Collision Shapes.
You can lock, hide, add, or delete items in the current Scene by making the corresponding selections for each item in the Outliner.
Here’s what you can do in the Outliner:
Additionally, you can click the
Add button at the bottom of the Outliner and add the following to the scene:
For more details and usage example, see the Outliner video below.
This bar is located at the top of the Buildbox window allows you to navigate to different editors and Node Maps. For example, you’d use this bar to go back from the current workspace to the Mind Map, 3D World, an asset’s Node Map.
After you create a project or open Buildbox, the home and Mind map are the only tabs that appear on the Navigation bar.
After you open a World editor, UI editor or an asset’s Node Map, its tab appears on the Navigation bar.
After you open an asset’s node map, you see its name and a thumbnail of its current appearance.
The Navigation bar also provides a set of buttons that allow you to preview your game or test an individual scene, add fonts, and change your project settings.
| Button | Icon | Description |
| Preview | ![]() |
Allows you to preview the game or the solo scene, if selected in the Scene Selector. For details, see Preview and Testing. |
| Preview Scene | ![]() |
This button is present only in the World Editor. It allow you to preview your game by skipping all UI screens and preceding scenes in the World and starting from the current game scene. See also Preview and Testing. |
The Animation Bar is the horizontal bar with a frame timeline at the bottom of the World workspace. It allows you to create a motion sequence of the selected character or object, which will be played across a timeline within a scene. The timeline is used to properly key animations for the movement, rotation, and scale values, with each selected frame highlighted in orange.
To access the Animation Bar, select View > Animation Bar.
| Button | Icon | Allows you to |
| Play | ![]() |
Play the animation of the currently selected character or object. |
| Record | ![]() |
Record the animation sequence of the selected character or object. |
| Loop | ![]() |
Play your animation continuously. |
| Toggle Graph Editor | ![]() |
Expand/collapse the Graph Animation Editor. |
To animate an object:
To add a 3D animated model to your game, drag an FBX file that contains any of the following into a scene.
When you drag another animation FBX file that contains the same skeleton as another animation, you need to choose to either create a brand new asset, or apply the animation to an existing asset.
| Section/Attribute | Descriptions |
| Texture | Click to choose a texture you want to apply to the asset selected in the Shared Skeletons panel. |
| New Asset | Displays the name of your FBX animation file. |
| Shared Skeletons | Displays a list of all the assets that contain the same skeleton as the animation. |
| Existing Animations | Displays a list of all the animations applied to the selected skeleton. |
| Create New | Imports the animation as a new asset. |
| Modify Selected | Replaces an animation or add an animation to the selected skeleton in the Shared Skeletons panel. |
| Replace Asset | Replaces the selected asset in the Shared Skeletons panel with the imported asset. |
| Add Animation | Adds an animation to the selected skeleton in the Shared Skeletons panel. |
| Replace Animation | Replaces an existing animation of the selected skeleton in the Shared Skeletons panel. |
| Update Physics |
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After you create an asset from an FBX file, there are two nodes inside the assets Node Map: Sub-Scene and Keyframe Animation, both with the same name as the FBX file name.
Template
This term may refer to either of the following: