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Merge pull request #82 from theprototype-app/docs-98-int
1.63 — Pro look docs (Pro Look page, Baked light #81, Photo mode #80, What's new 1.63)
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‎docs/accessibility.md‎

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have to resize them again.
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- The scale is applied before the app draws its first frame, so a reload never flashes the old size.
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- On a small phone, 150 % leaves less room for the scene; 120–130 % is often the best balance there.
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- *New in 1.63.* The scale also grows the panel tab strips and menus, so a touch screen can have bigger targets
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everywhere.
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![The Accessibility page at 150 % on a folded phone: bigger type and bigger controls, with nothing pushed off the screen.](img/accessibility/scale-150-phone.webp){ .shot .fade-b width="390" height="640" loading=lazy }
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/// caption

‎docs/ai/agent-look.md‎

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`browser`, `wireframe` or `no effects`, and `how` says where to change it. `screenshot` with `postEffects: true` draws
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the picture through the same effects and answers `postEffects: "applied"`, or `"unavailable"` with the reason.
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### bake_light: baked corner shadows and bounced light
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*New in 1.63.* `bake_light` bakes [Baked Light](../baked-light.md) for everything that does not move:
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`{"do": "bake", "quality": "normal"}` (`draft`, `normal`, `high`) runs the bake on this device and waits up to `wait`
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seconds (default 60, max 120) for the result; a longer bake answers "still baking" and `{"do": "status"}` reports
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it later. `status` also says whether the bake is `stale` (things moved since), how many objects got corner shadows
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only (`aoOnly`, overlapping UVs) and the panel's notes, such as which objects were left out and why. `cancel` stops
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a running bake (nothing changes), `clear` removes the bake, and `strength` sets `light` (0-3) and `ao` (0-1).
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A bake, a clear and a strength change ask the host first like `set_post`, and each is one Undo step. Through the
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[Claude connector](claude-connector.md) the same thing is `set_look` with `action: "bake"` and the options under `bake`.
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### set_look_preset: a pro look in one call
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*New in 1.63.* `set_look_preset {"preset": "product"}` (or `cinematic`, `stylised`) applies a [pro preset](../pro-look.md):
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the sky, light, exposure, tone mapping and post effects together, as one Undo step that everyone in the session sees. It
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asks the host first like `set_post`. Through the [Claude connector](claude-connector.md) it is `set_look` with
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`action: "preset"`.
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### take_photo: a path-traced still
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*New in 1.63.* `take_photo` renders a [photo](../photo-mode.md) of the person's view (`samples`, `seconds`, `denoise`;
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`save: true` files it under Scene shots) and answers with the image like a screenshot. On a headset or a phone a PC in
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the session renders it. Through the connector it is `run` with `action: "photo"`.
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### set_quality: ask for higher quality on the person's own device
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*New in 1.61.* When a phone hides the post effects to stay smooth, an agent does **not** change that on its own. It

‎docs/ai/claude-connector.md‎

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- `set_look` `material` takes `pattern` (wood, brick, marble …). `create_shape` `mesh` takes `subdivide: 1-2`, and
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`edit_shape` `update` sends a mesh new vertices.
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**New in 1.63** — no new tool names, more in the families:
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- `set_look` `preset` applies a [pro look](../pro-look.md) (`product`, `cinematic`, `stylised`) in one Undo step.
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- `set_look` `bake` bakes [corner shadows and bounced light](../baked-light.md) (`bake: {do, quality, wait, light, ao}`).
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- `run` `photo` renders a path-traced [photo](../photo-mode.md) of your view; a PC in the session renders it for a headset.
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**New in 1.61** — no new tool names, more in the families:
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- `create_shape` `text` writes [3D text](../3d-text.md), flat or solid with a bevel; `edit_shape` `params` changes its

‎docs/baked-light.md‎

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# Baked Light
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**Baked light** works out soft shadows in corners (ambient occlusion) and light bouncing off
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walls once, for everything in the scene that does not move, and saves the result with the
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scene. A red wall tints the floor beside it, and a crate sits in a soft shadow, without any
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cost while you play. It looks the same on a phone, in a headset, and on the desktop next to
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it.
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![The Baked light section in Configure Scene ▸ Scene look](img/baked-light/baked-light-dark.png)
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## Baking
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1. Arrange the scene first. A bake is a snapshot of where things are now.
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2. Open **Configure Scene ▸ Scene look** and find **Baked light**.
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3. Choose a **Quality** (Draft, Normal or High) and press **Bake light**.
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A progress bar shows how far it has got, and **Cancel** stops it at once. Nothing in the
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scene changes until a bake has finished. You can keep working while it runs: the bake
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happens in the background and never freezes the editor.
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When it finishes, everyone in the session sees the baked light, it is saved with the scene,
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and **Undo** takes the whole bake off in one step.
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Two sliders then tune it without baking again:
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- **Bounce light** — how strong the bounced light is (1 = as baked).
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- **Corner shadows** — how dark the ambient occlusion is.
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**Remove baked light** takes it off again (also one Undo step).
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## What gets baked
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Everything that **does not move**:
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- Left out: objects with a physics body that moves (dynamic or kinematic), objects moved by
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a node graph or played by an animation clip, animated characters, instanced objects,
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hidden objects, and anything spawned while a game runs.
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- Everything that is baked also **casts** onto everything else — a pillar's shadow lands on
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the floor.
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- The panel lists what was left out and why, for example *"2 objects left out: 1 moves with
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physics, 1 has an animation."*
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- **Big, detailed scenes** (a whole tavern of carved kit pieces) still fit in one lightmap: very detailed
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objects are laid out by their own texture coordinates. Where those overlap, the object gets the soft
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corner shadows but no baked light, and the panel says so. Only when even that is too much are the most
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detailed small props left out. They still cast shadows onto the rest, and keep their normal lighting.
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The light that bounces comes from the scene's own lights (the sun, point and spot lights).
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Those lights and the sky still light the scene live as before, so moving objects and baked
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ones match. A scene with no lights bakes the corner shadows only.
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## When things move: "Out of date"
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If you move, delete or reshape a baked object, or change the lights, an **Out of date** chip
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appears next to the button. The old bake stays until you press **Bake again** — move things
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back and the chip goes away.
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## Lightmap UVs
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A bake needs a second set of texture coordinates that do not overlap. The app makes them for
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you: it uses the model's own second UV set when it has a clean one, and otherwise unwraps the
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object itself. Your model is never changed — the bake's coordinates live beside it and are
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rebuilt the same way on every device.
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If an object's UVs overlap and cannot be unwrapped cleanly, it gets the **corner shadows
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only**, and the panel says so in one line.
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## Devices
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| Device | Lightmap | Time limit | Download it shows |
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|---|---|---|---|
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| Desktop | up to 2048 px | 2 minutes | up to 16 MB |
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| Phone | up to 1024 px | 1 minute | up to 2 MB |
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| Headset | 512 px | 45 seconds | up to 1 MB |
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A bake made on a desktop also stores a small 512 px copy, which phones and headsets show when
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the full map is too big for them. A bake that hits the time limit keeps what it has and says
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so; **Bake again** on a faster device for a cleaner result.
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## Asking an AI to bake
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The [Claude connector](ai/claude-connector.md) and the in-app assistant can bake too: ask it to
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*"bake the light"* once the layout is done. It uses **set_look** with the **bake** action
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(`do`: bake, status, cancel, clear or strength), asks the host first like any scene-wide look
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change, and can tell you when the bake is out of date.
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## Limits worth knowing
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- **Moving objects are not baked.** They are still lit live and still receive the live
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shadows, but they get no baked corner shadows.
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- **A bake is one bounce.** The light bounces once off the surfaces it hits; the sky is not
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baked (it stays live).
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- **Objects drawn by a [Shader Graph](shader-graph.md)** and materials that cannot take a
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lightmap are not baked (they still cast onto others).
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- **A GLTF export does not carry the bake.** Save a **Scene (`.tpscene`)** to keep it. The
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lightmap is saved in the scene and shows in **Scene ▸ textures**.
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- Scenes saved before this version open exactly as they did.

‎docs/camera.md‎

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| **Sunset** | Warm, low sun. |
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| **Night** | Dim and cool. |
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| **Classic** | The pre-lighting look with the rig **off** — bring your own lights. |
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| **Product shot**, **Cinematic**, **Stylised** | *New in 1.63.* Pro presets: they also set the tone mapping and a stack of post effects. See [Pro Look](pro-look.md). |
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![The same scene under four environment presets: Studio (neutral grey), Daylight (bright sky), Sunset (warm, low sun) and Night (dim and cool).](img/camera/env-presets.webp){ .shot width="1292" height="812" loading=lazy }
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/// caption

‎docs/controls.md‎

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The logo menu fits a short screen — a landscape phone, or a docked Connect bar — and scrolls with a finger, with no
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visible scrollbar. On a folding phone it stays right through folding and unfolding with the page open.
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### Phones and tablets (1.63)
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- **Android Back closes what is on top**: a menu, a dialog, a window, the bottom panel or the Connect drawer closes with
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the Back button or gesture, one at a time, before Back leaves the app. Play and shared play links keep their own Back.
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- **The keyboard does not cover the dialog**: a dialog with a text field moves up above the on-screen keyboard, and on a
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touch screen it does not open the keyboard by itself.
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- **Long menus scroll**: the profile menu and other long menus stay on screen and scroll with a finger.
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- **Tablets**: with the Properties column pinned full height, the toolbar centres in the space beside it.
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- The *lowered the scene look* card waits at the bottom on a touch screen and hides while [Film](film.md) is open.
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### Floating windows
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The toolboxes, the Explorer, the flow and animation windows and the panels all behave the same way: drag the header (or, since 1.35, any empty part of the window) to move, drag the bottom-right corner to resize. A window can never be sized past the edge of the screen — the resize corner always stays reachable — and **double-clicking** the corner resets it to its default size while leaving it where you parked it. Size and position are remembered per window.
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‎docs/img/pro-look/presets.webp‎

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