Realot StudioDocs
Reference

Project format

Understand the portable .realot archive and the difference between editable projects and standalone game exports.

View as Markdownllms.txt

#Current project file

Save Project downloads a .realot file. The extension identifies Realot's portable project file, which the editor reads as a complete project package.

#Archive contents

EntryPurpose
manifest.jsonProject name, engine compatibility metadata and save information.
scenes/index.jsonScene list and active scene information.
scenes/*.jsonSerialized scene entities and component data.
assets/sprites.json, frames.json, audio.jsonAsset catalogues and references to binary asset files.
assets/bin/Binary image/audio data referenced by the asset catalogues.
scripts.jsonUser-authored JavaScript source.
prefabs.jsonSaved prefab definitions.
layers.json, navAreas.json, tags.jsonProject-wide layer, navigation-area and tag names.

#Open a project

Use the editor's File → Load Project command to open a saved .realot project. On a desktop browser that supports PWA file handling, you can also install Realot Hub and double-click a downloaded .realot file to open it in the editor.

#Project archive versus game export

A .realot archive is an editable project that can be loaded back into the editor. An HTML5/PWA export is a separate standalone game package with index.html at its root, containing the runtime and files needed to run the game. The Android build service consumes the standalone game export, not the editable project file.

#Compatibility metadata

The project manifest includes engine compatibility metadata. The loader compares it with the engine build and can warn when a project was saved by a newer engine. This metadata belongs to the project format; it is not a documentation version or a user-facing engine download version.