Before you start: Eon uses WebGPU, which is supported in Chrome 113+, Edge 113+, and other Chromium-based browsers. Make sure you're using an up-to-date browser. Firefox and Safari support is coming.
You'll see the editor interface with four main areas:
Toolbar (top) — File operations, Play, Publish, Settings, and your account.
Hierarchy (left) — A list of all objects (entities) in your scene. Also has tabs for Messages, Logic, and Quests.
Viewport (center) — The 3D view where you see and interact with your scene.
Inspector (right) — When you select an object, its properties and components appear here.
Bottom Panel — Tabs for Shapes, Triggers, Assets, Blocks, Presets, and Audio. Also contains transform tools (Move/Rotate/Scale) and snapping settings.
Screenshot: Full editor layout with panels labeled
2
Navigate the Viewport
30 seconds
Get comfortable moving around the 3D viewport:
Right-click + drag — Rotate the camera.
WASD — Fly the camera forward, left, back, right.
Q / E — Move the camera down / up.
Scroll wheel — Zoom in and out (adjusts fly speed).
Shift — Hold to fly faster.
Tip: You can also double-click an entity in the Hierarchy panel to focus the camera on it.
3
Build Your Scene
2 minutes
Start placing objects to build your world.
Adding Shapes
In the Bottom Panel, click the Shapes tab. You'll see primitive shapes: Box, Sphere, Cylinder, Cone, Wedge, and Torus.
Click a shape card (e.g. Box).
Click anywhere in the viewport to place it.
The shape appears in your scene and in the Hierarchy.
Screenshot: Shapes tab and a placed box
Moving & Transforming
Click an object to select it. The Move gizmo appears — drag the colored arrows to reposition it:
Red arrow = X axis, Green arrow = Y axis (up), Blue arrow = Z axis.
Switch modes: 1 Move, 2 Rotate, 3 Scale (or use the buttons in the bottom bar).
Hold Shift while dragging to snap to grid.
Editing Properties
Select any object and look at the Inspector panel on the right. Here you can:
Set exact position, rotation, and scale values.
Change the material and color.
Rename the entity.
Add or remove components (more on that in Step 6).
Importing 3D Models
Click the Assets tab in the bottom panel. You can import .glb, .obj, and .vxb (voxel) files. Drag and drop a file, or use the import button. Once imported, click the asset card to place it in your scene.
Tip: Press Ctrl+D to duplicate a selected object. Press Delete to remove it. Ctrl+Z to undo.
4
Add a Spawn Point
30 seconds
Every game needs a place for players to start. Without a spawn point, players won't know where to appear.
In the bottom panel Shapes tab, find the Spawn card (it has a flag icon).
Click it, then click in your scene to place the spawn point.
Position it where you want players to appear — usually on top of a platform or ground surface.
The spawn point shows as a translucent marker in the editor but is invisible during gameplay.
Screenshot: Spawn point placed on a platform
Important: Your scene must have at least one spawn point to be playable. You can add multiple spawn points — players will be assigned to one randomly.
5
Test in Play Mode
30 seconds
Time to see your creation from a player's perspective!
Click the ▶ Play button in the toolbar (or press F5).
You'll drop into the game at your spawn point with full player controls: WASD to move, Space to jump, mouse to look around.
Walk around, test the feel. Does the scale feel right? Can you reach everything?
Press Escape to exit play mode and return to the editor.
Play mode uses the same physics and systems that players will experience in the published game. If something feels off, go back and adjust.
Screenshot: First-person view in play mode
6
Add Gameplay
1 minute
This is where Eon gets powerful. Select any object and use the "+ Add Component" button in the Inspector to attach gameplay behaviors.
Here are some components to try first:
Collider — Makes the object solid so players can walk on it and bump into it. Most shapes get this automatically.
Interactable — Lets players press E to interact with the object. Triggers events you define.
Door — Makes the object a door that opens and closes when triggered.
NPC — Turns the object into a non-player character with patrol routes and dialogue.
TriggerZone — An invisible area that fires events when a player enters (teleports, kill zones, checkpoints).
PlaySound — Plays a sound effect or music when triggered.
You can also add Trigger zones from the Triggers tab in the bottom panel. Ready-made options include: Teleport, Kill Zone, Race Start, Race End, and Checkpoint.
Tip: Click the ? icon next to any component or field in the Inspector for a description of what it does.
Setting Up a Race (Example)
From the Triggers tab, place a Race Start trigger zone at your starting line.
Place one or more Checkpoint triggers along the route.
Place a Race End trigger at the finish line.
Add a Race Course entity (from Shapes → more options) to tie them together.
Test in Play Mode — you'll see lap timers and a leaderboard.
7
Save & Publish
1 minute
Saving
You have several save options:
Ctrl+S or Save button — Saves to your browser's local storage. Quick but only available on this device.
☁ Save (cloud icon) — Saves to your account in the cloud. Access from any device. Requires login.
The editor also autosaves periodically so you won't lose work if your browser crashes.
Creating an Account
If you haven't already, click the account button in the top-right toolbar to sign up. You can register with email, or sign in with Discord, Google, Twitter/X, or MetaMask.
Publishing Your Game
Click the green 📤 Publish button in the toolbar.
Fill in your game's title and description.
Upload a thumbnail (or capture one from the current viewport).
Choose visibility: Public (on discover page), Unlisted (link only), or Unpublished (draft).
Click Publish.
Your game is now live! You'll get a shareable link that anyone can use to jump in and play. Find it on the Discover page alongside other community creations.
Screenshot: Publish modal with title, description, and thumbnail
Updating your game: After publishing, keep editing and click Publish Update to push changes live. Your players will get the latest version next time they join.