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Studio overview

Rally Studio is Rally’s game editor. It runs in your browser on rally.place, so there’s nothing to install. In Studio you build your world, write scripts in TypeScript, test on real game servers, invite people to build with you, and publish new versions for players.

Studio saves as you go. There’s no Save button to remember.

You can open a game in Studio if you own it or if its owner added you as a collaborator. Everyone else sees Game not found.

  1. On rally.place, select Games in the left rail.

  2. Find your game under Your games, or under Shared with you for games other people invited you to. Select it to open its page.

  3. Select Open in Studio.

Studio fills the whole browser tab. Its address is rally.place/studio/<gameId>, so you can bookmark it. If you aren’t signed in, Rally asks you to sign in first and then takes you there.

Don’t have a game yet? Create one from a template first.

The Studio window has five areas:

  • Toolbar across the top: tools, insert menus, undo, testing and publishing.
  • Viewport in the middle: your world. Scripts you open appear here too, as tabs.
  • Output under the viewport: what your scripts print, and any errors.
  • Explorer on the upper right: everything in your game, as a tree.
  • Properties, Toolbox and Activity tabs on the lower right.

Drag the dividers between areas to resize them. Studio remembers the sizes in your browser. Studio always uses a dark theme.

From left to right:

Control What it does
Back arrow Returns to the game’s page.
Game name Shows your game’s name and whether your changes are saved.
Select, Move, Rotate, Scale The transform tools (keys 1 to 4).
Snapping (magnet) How far objects move, resize and turn per step.
Show grid / Hide grid Turns the ground grid on or off.
Stick to surfaces when dragging Makes dragged parts rest on whatever is under the cursor.
Show UI / Hide UI Shows your game’s on-screen UI over the viewport so you can edit it.
Align and distribute Lines up two or more selected objects.
Terrain editor (mountain) Sculpts and paints terrain.
Part Inserts a part. The arrow next to it picks a shape.
Insert Inserts any kind of object.
Undo, Redo Steps back and forward through your changes.
Keyboard shortcuts Lists Studio’s shortcuts (?).
Avatars Shows who else is editing right now.
Share with collaborators Invites people to edit with you.
Version history Lists published versions.
Play Tests your game in the browser. The arrow next to it starts a test on a real game server.
Publish Makes your changes live for players (owner only).

Hover over any toolbar button to see its name and shortcut.

The viewport draws your world the way players will see it, plus editing aids such as the grid, selection outlines and tool handles. A hint in its lower-left corner reminds you of the camera controls. See Move around the viewport.

When you open a script, it opens in a tab above the viewport. Select the World tab to get back to your world.

The Explorer shows everything in your game as a tree. At the top level are the game’s services, which every game has and which can’t be renamed, moved or deleted:

Service What goes in it
Workspace The world: everything physical and visible.
Players Everyone in the game while it runs. You can’t add objects here.
Lighting Sky, sun and fog settings.
ReplicatedStorage Objects both the server and players’ devices can see, such as RemoteEvents, shared code and templates.
ServerScriptService Server scripts. Never sent to players.
ServerStorage Server-only storage, such as templates players must not see.
StarterGui On-screen UI that every player gets a copy of when they join.
StarterPlayer Character defaults, plus StarterPlayerScripts for scripts that run on every player’s device.

Type in the Explorer’s Filter box to show only objects whose name or class matches. Learn more about the tree in How games are organized.

The Properties tab shows the properties of whatever you select, grouped into sections. Change a value and the world updates right away. See Edit properties.

Output shows what your scripts print while you test, plus errors. Lines that point at a script are underlined: select one to jump straight to that line. See Write scripts and Test your game.

The Toolbox tab is where you find models in the Creator Store, reuse your own, and browse plugins. The Activity tab lists publishes and changes made by connected AI apps (see Edit together).

Everything you do in Studio goes into your game’s draft. Studio sends each change to Rally within moments, and Rally saves the draft within a couple of seconds. You never need to save by hand, but Ctrl+S (⌘+S on Mac) sends your latest edits right away if you want.

Under the game’s name, the toolbar shows Saved automatically. If your connection drops, it shows Reconnecting — keep editing. Keep working: Studio sends your changes when it reconnects. If you try to close the tab before your last changes have reached Rally, your browser asks you to confirm.

The draft is shared by you and your collaborators. Players don’t see any of it until you publish.

When you open a game, Studio loads:

  • its draft, if anyone has edited it in Studio before;
  • otherwise, the version players have now;
  • otherwise, for a game with nothing published, a simple starter world: a baseplate and a spawn location in 3D, or a strip of ground and a spawn location in 2D.

Every game is either 2D or 3D. You choose when you create it, and you or the AI can switch it later (how). Everyone editing reloads into the new view.

  • 3D games open with a free-flying camera, and parts can move, turn and resize along all three axes.
  • 2D games open in a side view, the same view players get. The camera pans and zooms instead of flying. Parts live on the flat X/Y plane: the Move tool shows X and Y handles, Rotate turns only around Z, Scale resizes X and Y, and a part’s position.z decides what draws in front. Terrain shows as a ground line.

Everything else in Studio, from scripts to publishing, works the same way. Read more in 2D games.