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Merge pull request #85 from theprototype-app/docs-1-65
1.65 docs: New menus and panels
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‎docs/ai/assistant.md‎

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### The quick prompt bar
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Press <kbd>`</kbd> (backtick, top-left of most keyboards) to pop up a prompt bar at the
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bottom of the viewport. Type a request, press <kbd>Enter</kbd>, and the assistant window
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opens so you can watch it work. Press <kbd>`</kbd> again or <kbd>Esc</kbd> to dismiss the
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bottom of the viewport. Type a request, press <kbd>Enter</kbd>, and the Chat window
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opens on its **Assistant** tab so you can watch it work. Press <kbd>`</kbd> again or <kbd>Esc</kbd> to dismiss the
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bar. It stays hidden until you summon it, so it never gets in the way.
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### The assistant window
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### The Assistant tab of the Chat window
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A floating, draggable window (it tabs and docks like Chat and the Explorer). It keeps the
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conversation, so you can refine across turns — "make them taller", "now paint the front
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one blue". Use **Stop** to cancel a run in progress.
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*Since 1.65* the assistant is not a window of its own: it is the **Assistant** tab of the one **Chat** window, beside
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**Session** (the people in this session). The window floats, docks in a sidebar or the bottom dock, and on a phone
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opens as one sheet. It keeps the conversation, so you can refine across turns — "make them taller", "now paint the
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front one blue". Use **Stop** to cancel a run in progress.
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The clock button opens **History**: your own provider's chats kept on this device and AI agent chats saved in the
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scene, next to the session chats. Your own provider's chats stay on this device (they are never sent to the session)
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and come back after a reload. See [Chat and the AI assistant](../menus-and-panels.md#chat-and-the-ai-assistant).
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### The bottom-left button
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Once the assistant is enabled and a provider is set, a round **AI assistant** button (a sparkles icon) appears at the
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bottom-left of the viewport (just below the **+** add button). Click it to open or close
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the assistant window — the same window the quick prompt bar opens into.
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bottom-left of the viewport (just below the **+** add button). Click it to open the Chat window on its **Assistant**
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tab — the same tab the quick prompt bar opens into. If the window is on **Session**, the button switches to
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**Assistant**; if **Assistant** is already showing, it closes the window.
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### In VR
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2. The **API key** for that provider; it stays on this device. Further down, **Test connection** sends half a second of silence.
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</div>
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The assistant window then has a **mic** button next to **Send**: click to listen, click again to stop. The words land in
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The **Assistant** tab then has a **mic** button next to **Send**: click to listen, click again to stop. The words land in
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the input, so you can fix them before sending. (In VR they are sent as soon as you let go.)
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![The AI assistant window: two of your messages and the assistant's answer, the provider picker, the input Ask the assistant…, the mic button and Send. 1: the mic button.](../img/ai-assistant/assistant-mic.webp){ .shot width="500" height="440" loading=lazy }
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![The AI assistant window: two of your messages and the assistant's answer, the provider picker, the input Ask the assistant…, the mic button and Send. 1: the mic button.](../img/ai-assistant/assistant-mic.webp){ .shot width="498" height="382" loading=lazy }
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/// caption
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The assistant window with the mic button next to Send.
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///

‎docs/ai/build-with-an-agent.md‎

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(objects, flow nodes, physics, and mesh generation through *your* provider).
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!!! tip "New in 1.50: talk to it from the app"
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Chat with the agent in the AI assistant window, send it pictures, and let it import models and files from its own
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Chat with the agent in the Chat window's **Assistant** tab, send it pictures, and let it import models and files from its own
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machine — see [Talk to your agent](talk-to-your-agent.md).
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## For you, the person in the session
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back, the agent asks to come in again — the ordinary approval card — and carries on.
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- To stop it, revoke its invite or use **Remove from session** on its row ([Users and moderation](../people.md)).
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![The AI assistant window with Agent activity open: under the agent's name, Claude, two timed lines — created 3 objects (Rock1, Rock2 +1) and created 1 object (Flame) — each with Undo. 1: the number of steps so far. 2: Undo for one step.](../img/ai-build-with-an-agent/agent-activity.webp){ .shot .fade-b width="500" height="214" loading=lazy }
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![The AI assistant window with Agent activity open: under the agent's name, Claude, two timed lines — created 3 objects (Rock1, Rock2 +1) and created 1 object (Flame) — each with Undo. 1: the number of steps so far. 2: Undo for one step.](../img/ai-build-with-an-agent/agent-activity.webp){ .shot .fade-b width="498" height="214" loading=lazy }
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Agent activity in the AI assistant window.
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///

‎docs/ai/claude-connector.md‎

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## Connect your tab (each time you build)
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1. Open theprototype.app, sign in, and open or join the scene you want to work on.
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2. Press the **AI** button and press **Connect Claude** (also in **Settings ▸ Connected apps**).
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A chip reads **Claude connected · this tab**. The AI button always opens the window; signed out,
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2. Press the **AI** button and press **Connect Claude** (also in **Settings ▸ Account ▸ Connected apps**).
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A chip reads **Claude connected · this tab**. The AI button always opens the Chat window on its **Assistant** tab
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(since 1.65 the AI assistant is a tab of the one Chat window); signed out,
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the same card offers **Sign in to connect**, which opens your profile menu at the top right, the one place to
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sign in. With no AI provider set up, the window also offers **Use your own AI provider** (**Open settings**).
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Working with a local model or your own key while signed out? **Sign in to connect** stays in the window's header.
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3. Ask Claude something: *"Build a campfire with five logs and a warm light"*, *"Make the flame
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flicker"*, *"What can you do here?"*
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![The AI assistant window, signed out: Choose how the assistant thinks, with the Connect Claude card — Sign in to connect, step 1 Add theprototype to Claude with the connector address and How it works, step 2 sign in and press Connect Claude. 1: Sign in to connect. 2: Add to Claude. 3: How it works.](../img/ai-claude-connector/connect-card.webp){ .shot width="520" height="616" loading=lazy }
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![The AI assistant window, signed out: Choose how the assistant thinks, with the Connect Claude card — Sign in to connect, step 1 Add theprototype to Claude with the connector address and How it works, step 2 sign in and press Connect Claude. 1: Sign in to connect. 2: Add to Claude. 3: How it works.](../img/ai-claude-connector/connect-card.webp){ .shot width="518" height="574" loading=lazy }
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/// caption
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The AI window's Connect Claude card, before you sign in.
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///
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## Stop it
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- **Disconnect** (next to the chip, or in Settings ▸ Connected apps) stops Claude at once, including
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- **Disconnect** (next to the chip, or in **Settings ▸ Account ▸ Connected apps**) stops Claude at once, including
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a step it is in the middle of. Press Connect Claude again to continue.
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- **Revoke** in **Settings ▸ Connected apps** removes the connector's access to your account
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completely; claude.ai has to be approved again before it can work in any tab. You can also
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remove the connector in claude.ai's settings.
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- **Revoke** in **Settings ▸ Account ▸ Connected apps** removes the connector's access to your account
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completely; the AI app (claude.ai) has to be approved again before it can work in any tab. **Disconnect
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everything** there does it for every connected app at once. You can also remove the connector in claude.ai's
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settings.
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## Privacy and limits
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‎docs/ai/generation.md‎

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## Using it
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- **Add menu → Generate 3D model…** — a small dialog: pick a provider, type a prompt,
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optional name, **Generate**. The mesh lands where you opened the menu.
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- **From a picture** — the same dialog takes a photo, an Explorer picture or the viewport (Meshy, or a
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- **Add menu → Generate 3D model…** — the **Generate** window: pick a provider, type a prompt,
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optional name, **Generate**. The mesh lands where you opened the menu. You can also open it from the dock's
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**+** ▸ **Generate 3D**. See [The Generate window](#the-generate-window) below.
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- **From a picture** — the same window takes a photo, an Explorer picture or the viewport (Meshy, or a
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ComfyUI workflow with `{{IMAGE}}` in a LoadImage node). Meshy asks first (credits, and that the picture
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goes to Meshy). See [Give the AI pictures and shaders](pictures-and-shaders.md).
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- **AI assistant** — just ask (“add a treasure chest by the wall”). The assistant calls
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(or `AGENT_MESH_*` env vars) and the agent's `generate_mesh` tool works the same way,
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pushing the GLB into the session. See [Console Agent](console-agent.md).
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### The Generate window
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*Since 1.65* the generator is a window, not a dialog. It stays open while you work, and you can dock it as a
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bottom-dock tab or a sidebar tab. On a phone it is a sheet. The form has not changed: provider, an optional picture
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(device, camera, viewport, Explorer), prompt, name. The credits line and the picture consent work as before.
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- **Jobs**: every generation on this device. A running job shows its progress and a **Cancel** button. A finished job
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has **Reopen**, which selects the model, or places it again from Explorer ▸ Generated if you deleted it. A failed or
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cancelled job has **Retry**, which is a new generation and uses credits again. **Clear finished** tidies the list.
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- **History**: the prompts you generated, newest first. Tap one to put it back in the form.
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- The jobs and the history survive a reload. A job that was still running carries on where it was: it is **not** sent
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to the provider again, so it is not charged twice.
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- Pictures are never kept, so a picture job's **Retry** asks you to pick the picture again. Jobs and history stay on
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this device (40 jobs, 30 prompts). Closing the window does not stop running jobs.
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## Limits
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- Generated meshes replicate as full GLB data — very heavy meshes (>40 MB) are rejected, and

‎docs/ai/img2threejs.md‎

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img2threejs rebuilds an object from **one picture** as procedural three.js code: a `THREE.Group` made of primitives and
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generated geometry, with a hierarchy of **pivots and sockets** (a lid that opens, a flame that flickers, a spot to hang a
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pot). With the AI assistant window and the `import_model` tool, the result lands in your scene as an ordinary model that
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pot). With the Chat window's **Assistant** tab and the `import_model` tool, the result lands in your scene as an ordinary model that
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every peer sees, saves with the scene and undoes in one step.
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## 1. Install the skill beside the agent bridge
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(`npx @theprototype/agent …`) and tell it to listen.
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## 2. Send a picture in the chat
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In the AI assistant window pick your agent, then press **+** → *From device* / *Camera* (phones) / *From Explorer*, paste,
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In the Chat window's **Assistant** tab pick your agent, then press **+** → *From device* / *Camera* (phones) / *From Explorer*, paste,
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or drop the picture on the window. It is shrunk on your device (long edge 1568 px, about 1 MB) and its **location data
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is removed before it is sent**. The agent sees the picture, and the bridge also saves it to a temporary file whose path
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comes with your message — that path is what the skill takes.

‎docs/ai/pictures-and-shaders.md‎

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pictures as it is. A ComfyUI workflow takes them when it has a `{{IMAGE}}` placeholder in a
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**LoadImage** node (see [3D Generation](generation.md)).
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2. **Add menu ▸ Generate 3D model…** and pick the picture: **From device…**, **Camera** (on a phone),
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**Viewport**, or **From Explorer…**. You can also paste or drop a picture onto the dialog. In the
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**Viewport**, or **From Explorer…**. You can also paste or drop a picture onto the window (a dockable
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window since 1.65, see [The Generate window](generation.md#the-generate-window)). In the
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Explorer, a picture's menu has **Make a 3D model…**.
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3. A prompt is optional. With Meshy's *Refine* mode it becomes the texture prompt.
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4. Press **Generate**.

‎docs/ai/talk-to-your-agent.md‎

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## Pick the agent
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Open the AI assistant window and choose the agent in the target list at the top, for example
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Open the Chat window's **Assistant** tab (the AI button) and choose the agent in the target list at the top, for example
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**Claude · agent via MCP** or **grok-3-mini · agent REPL**. Your configured assistants stay in the same list; a
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session can use both.
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‎docs/characters-and-motion.md‎

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## Game-ready clips (Animation window ▸ clip tools)
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![The clip tools in the Animation window for the Knight's Walking_A clip: fps, frames and length with seamless loop, In place or Moving, loop, speed, Rename, Loop it and Remove, the playhead and in / out markers, Mark in, Mark out, Trim and Split at playhead. 1: the loop seam. 2: Loop it and Remove.](img/characters-and-motion/clip-tools.webp){ .shot width="372" height="443" loading=lazy }
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![The clip tools in the Animation window for the Knight's Walking_A clip: fps, frames and length with seamless loop, In place or Moving, loop, speed, Rename, Loop it and Remove, the playhead and in / out markers, Mark in, Mark out, Trim and Split at playhead. 1: the loop seam. 2: Loop it and Remove.](img/characters-and-motion/clip-tools.webp){ .shot width="370" height="443" loading=lazy }
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The clip tools in the Animation window.
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‎docs/colliders.md‎

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The other body travels with the trigger, so every peer reads the same object. A contact with the ground plane reports an
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![The node editor: an On Impact node whose only with input is wired from the Target's Object Selector and whose other output feeds a Distance node, and an On Enter node on a sensor zone filtered to the Ball. 1: only with. 2: other, the body that was hit.](img/colliders/contact-filter.webp){ .shot width="659" height="361" loading=lazy }
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![The node editor: an On Impact node whose only with input is wired from the Target's Object Selector and whose other output feeds a Distance node, and an On Enter node on a sensor zone filtered to the Ball. 1: only with. 2: other, the body that was hit.](img/colliders/contact-filter.webp){ .shot width="661" height="361" loading=lazy }
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On Impact and On Enter nodes with only with wired to Object Selectors.
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‎docs/community.md‎

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### Sign-in methods and "Can't sign in?"
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*New in 1.54.1.* theprototype.app has no passwords: you sign in with GitHub or Google. If you lose access to that one
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account, you lose the way in. Link both now and either one gets you back: **Account menu ▸ Sign-in methods**.
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account, you lose the way in. Link both now and either one gets you back: **Settings ▸ Account ▸ Sign-in methods**
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(account menu ▸ **Manage**; it was in the account menu itself until 1.64).
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![Account menu ▸ Sign-in methods](img/community/sign-in-methods.png)
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