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94-int: Share a Game (follow the game from your page, Topple tower, the Publish-sheet note), Public rooms + Connect chip, phone Play HUD, What's new 1.57
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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‎docs/connection.md‎

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Since 1.32 the connection status is a **coloured dot**. On a computer the full bar keeps your invite ID and the peer-ID
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field, with the dot at its left end. On a phone the chip at the top of the screen says the state beside the dot —
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**Connected**, **Connecting…** or **Offline** — whenever the top bar has room. When the bar is crowded (people are
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**Connect** (not connected yet, the same word as on a computer), **Connecting…**, **Connected** or **Offline** (the peer
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server cannot be reached) — whenever the top bar has room. When the bar is crowded (people are
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connected and you are in a call, so the peers button and the microphone take the space) it shrinks back to the dot and
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a ▾ (and the microphone while you are in a call).
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their profile, Go to, Watch, Mute, Hide — and, for the host or an admin, **Remove from session** and **Remove and
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block**. See [Users and moderation](people.md). An AI agent shows a robot and "AI" instead of a character.
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**Public rooms in the panel** (*since 1.57*). On theprototype.app the panel also lists the live [public rooms](#public-rooms-theprototypeapp)
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and who is in them, under their own **Public rooms** heading below your session — *live rooms anyone can join, not part
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of your session*. The people listed there are not connected to you; **Watch** beside them is greyed with the reason.
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![The Connected panel on a folded phone: Peer (you) in an Untitled scene, then the Public rooms heading with the line Live rooms anyone can join — not part of your session, a room called Atrium and Someone Else in it, Playing, with Watch.](img/connection/public-rooms-phone.webp){ .shot width="390" height="206" loading=lazy }
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/// caption
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Public rooms under their own heading, apart from your session.
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///
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### Inviting someone
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1. **Copy your invite link** (the 📋 button) and send it to a friend.
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‎docs/index.md‎

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## What's new
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**1.57 — shared games start fast.** Play links, embeds and pasted links now open the [play view](share-a-game.md): the
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game, its HUD and touch controls and none of the editor — about a third less to load, so a shared game's first picture
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comes several seconds sooner on a phone. **Invite ▸ Person** has a [Play link](share-a-game.md#play-together-from-a-link)
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that brings friends into your session straight into the game. On a narrow phone the game's HUD now sits below the Play
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buttons ([touch controls](touch-controls.md)), the connection chip says **Connect** before you connect, and live public
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rooms have their own heading in the [Connected panel](connection.md#who-is-here-the-peers-panel). To try it, open
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**Templates ▸ Topple tower**, a tiny game set up for sharing.
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**1.56 — agents build the whole shape and the whole look.** An agent, the in-app Assistant and Claude on claude.ai can
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now [make shapes](ai/agent-geometry.md) the basic objects cannot (a vase on a lathe, a rail along a path, an extruded
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sign, a mesh from its own points), reshape and model them, and [dress them](ai/agent-look.md): materials and textures —

‎docs/share-a-game.md‎

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the game's rules, HUD and touch controls, and none of the editor, so a shared game starts noticeably faster, most of all
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on a phone.
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<!-- 94-routes: screenshots img/share-a-game/ come from the 94 proof run (client-plugin smoke:play) — re-shoot from the 1.57 preview -->
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!!! tip "Start from Topple tower"
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**Templates ▸ Topple tower** is a tiny game set up for sharing: no modules or packs to download, so its play link
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starts fast on a phone, and nothing on top of the screen for the play view's buttons to cover. Change it, publish it,
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send the play link.
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| You want… | Share | Who can open it |
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|---|---|---|
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Publish a scene (**Menu ▸ Publish / Export ▸ Publish**, see [Publish & Export](publish-export.md#publish-the-play-link))
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and you get its play link, `https://theprototype.app/p/‹id›`, with a **QR code** for a phone or a headset. The
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community page's **▶ Play** button and its **3D preview** open the same play view.
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community page's **▶ Play** button and its **3D preview** open the same play view. The first time, a note under the link
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says what it opens and where the link for playing together is; it goes once you copy or open the link.
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The play view shows a start card with **▶ Play** (and **Enter VR** in a headset's browser), a fullscreen button, the
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*Made with ThePrototype* badge and two links into the full app:
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Details (sizes, what is accepted) are in [Community ▸ oEmbed](community.md#paste-a-link-get-a-game-oembed).
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## Follow the game from your page
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For site builders: the play view tells the page that frames it what it is doing, with `postMessage`:
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```js
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window.addEventListener('message', (e) => {
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if (e.data?.type !== 'tp-play') return;
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// e.data.event: 'first-frame' | 'loaded' | 'playing' | 'stopped' | 'error'
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console.log(e.data.event, e.data.detail);
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});
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```
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Inside the play view, `window.tpPlay` gives a script the same information: `version` (1), `state` (`booting`,
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`loading`, `ready`, `playing` or `error`, mirrored on `<html data-tp-play="…">` for CSS), `ready` and `loaded`
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(promises), `sceneId`, `openInEditorUrl()`, `remixUrl()` and `timings`.
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## Play together from a link
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You can invite people straight into the play view of the session you are in — they play with you, without seeing the

‎docs/touch-controls.md‎

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buttons** — Jump, Throw, Grab, Use… — exactly the actions the game needs. Every control can be moved, resized and faded,
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and any button can wear your own pressed and released images.
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![Sky Run in Play on a folded phone: the stage name, the timer and the coins at the top, the move stick in the lower left and the Jump button in the lower right, over the first platform of the level.](img/touch-controls/sky-run-phone.webp){ .shot width="390" height="896" loading=lazy }
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![Sky Run in Play on a folded phone: the ✕, the Playing chip and the Menu pill along the top, the game's bar with the stage name, the timer and the coins below them, the move stick in the lower left and the Jump button in the lower right, over the first platform of the level.](img/touch-controls/sky-run-phone.webp){ .shot width="390" height="896" loading=lazy }
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/// caption
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Sky Run on a folded phone.
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///
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On a narrow phone the game's own bar (stage, timer, score) sits **below** the ✕, the **Playing** chip and the **Menu**
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pill, and anything the game puts at the very bottom moves up above the play view's links, so nothing the game shows is
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hidden behind the app's buttons (*since 1.57*).
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![The touch controls layout editor on a folded phone, with the Jump button selected: This game or All games, Hide, Size and Opacity sliders, Default place, Reset, Cancel and Save at the top, the move stick and the Jump button below with their names. 1: save for this game or all games. 2: the selected Jump button.](img/touch-controls/layout-editor.webp){ .shot width="390" height="896" loading=lazy }
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/// caption
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The touch controls layout editor, Jump selected.

‎tools/shots/specs/touch-controls.yml‎

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- id: sky-run-phone
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replaces: img/touch-controls/sky-run-phone.webp
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alt: >-
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Sky Run in Play on a folded phone: the stage name, the timer and the coins at the top, the move stick in the
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lower left and the Jump button in the lower right, over the first platform of the level.
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Sky Run in Play on a folded phone: the ✕, the Playing chip and the Menu pill along the top, the game's bar with
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the stage name, the timer and the coins below them, the move stick in the lower left and the Jump button in the
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lower right, over the first platform of the level.
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caption: Sky Run on a folded phone.
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crop: {rect: [0, 0, 390, 896]}
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fade: []

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