IN THIS ARTICLE
Create a Level in Open 3D Engine
In Open 3D Engine (O3DE), a level is a playable section of a project. Within a level, you create entities, instantiate prefabs, arrange lights and cameras, and implement scripted behaviors and interactivity. A level can be interpreted literally as a level of a game; however, levels are the basis for all O3DE projects. Non-gaming applications, such as simulations, require at least one level. A project can have a single level or many levels.
In O3DE, levels are stored in
.prefab files within subdirectories of the
Levels directory of your project. The level
.prefab file is in JSON format. It contains a list of the entities placed in the level, including the components, values, and asset references that define the entities. All assets, including the meshes, scripts, materials, audio files, and other prefabs that compose the level, are referenced within the level
Note:By default, all levels must be placed in the
Levelssubdirectory of the project.
Create a level
You can create levels in the Welcome to O3DE dialog box that appears when O3DE Editor is launched, or from the File menu within O3DE Editor.
In the Welcome to O3DE dialog box, choose the Create new… button to open the New Level dialog box. Alternatively, from the File menu in O3DE Editor, choose New Level (hotkey Ctrl + N) to open the New Level dialog box.
In the New Level dialog box, enter a name for the level.
Choose OK to create the level.
Atom Default Environment contents
The new level is populated with some basic entities. In Entity Outliner, there is a root entity named Atom Default Environment. Choose the arrow to the left of the default entity in Entity Outliner to expand the list of child entities.
Note:The Atom Default Environment is a prefab. A prefab is a collection of preconfigured entities that is stored on disk as a reusable
.prefabasset file. Prefabs can be instanced in a level. You can modify the contents of the default level environment by saving your own prefab to
|Atom Default Environment||This is the root entity. It contains a Transform component and is the parent for the default environment entities.|
|Global Sky||Contains a Global Skylight (IBL) component and a HDRI Skybox component. This entity provides image-based lighting using a high dynamic range image and displays the image as a skybox.|
|Ground||Contains a Mesh component and a Material component to display a simple ground plane with a checkerboard material.|
|Grid||Contains a Grid component aligned with the Ground entity that can be used as a construction plane for placing and aligning entities and prefabs.|
|Shader Ball||Contains a Mesh component with a |
|Sun||Contains a Directional Light component. A directional light casts light uniformly in a single direction and simulates a distant light source.|
|Camera||Contains a Camera component that provides a camera view frustum to view the level, and a Fly Camera Input component that takes user input and moves the camera while in Game mode.|