World Forge · Development build · Availability
World Forge handbook
World Forge handbook
Create a small world, shape and paint the terrain, place content, and prepare it for runtime use.
About this build#
World Forge is in development. These guides cover the current development build; standalone store availability and inclusion in a store release of Core RPG are not announced here. If your Core project includes Forge, use that copy rather than importing overlapping standalone assemblies.
The standalone development setup uses Unity 6000.5.8f1 and URP 17.5.0. A Core project uses Core’s own requirements. The standalone authoring tool doesn’t require the Core runtime.
Make your first world#
- Create a small 2×2-chunk world and learn how chunk coordinates and floors work.
- Import a heightmap or sculpt terrain, then paint tiles and triangles.
- Place objects, draw constructed floors and add water.
- Bake into a scene or publish runtime content.
- Connect a streamed world to Core RPG.
Keep these distinctions in mind#
Saving a world keeps its authoring assets. Baking creates scene content. Publishing creates role-specific runtime catalogs and bundles. Editing the saved world doesn’t update a previous bake or publication automatically.
Water presentation doesn’t add swimming. River authoring doesn’t sculpt a channel for you. Placing scenery doesn’t create a server-authoritative resource or NPC; Core gameplay uses its own registered bindings and gameplay sidecar.
The current publication UI targets Windows 64-bit. See known issues and troubleshooting when a tool or runtime result differs from the preview.
