Playground & scene editor
Where you talk to the character before anyone else does — and arrange the scene it stands in.
Every character editor has a Test in Playground button in its header. It opens a full conversation with the character exactly as configured — same model, same voice, same documents, same rules — plus a 3D viewport you can arrange.
Talking to it
The right-hand panel is a normal conversation. Type into the box, or press the microphone and speak. The character answers in its own voice, and its mouth moves as it does.
| Control | What it does |
|---|---|
| Chat tab | The conversation. Enter sends a message. |
| Microphone | Hold a conversation out loud. It becomes available once the header shows Connected. |
| Emotion meter | Appears bottom-left once the character has feelings to show — a live readout of the eight emotional axes. |
| Connected badge | The live connection. If it stays on Connecting…, reload the page. |
Building the scene
The centre viewport is a real 3D scene, not a preview image. Drag with the mouse to orbit, scroll to zoom, and use the tree on the left to select things.
| Scene item | What you can do |
|---|---|
| Environment | The backdrop behind the character. |
| Ground | The surface it stands on. |
| Camera | Frame the shot. Whatever you leave the camera looking at is what visitors see. |
| Character | Position and rotate the character itself. |
| Ambient / Key / Fill / Rim lights | The four-light setup. Key is the main light, Fill softens the shadow it casts, Rim separates the character from the background. |
| Add prop (GLB) | Drop a 3D object into the scene — a desk, a plant, a product you want it standing next to. |
- Frame the camera first. Orbit until the character is composed the way you want it seen — usually head and shoulders for a website widget, full body for a kiosk.
- Fix the lighting. A character that looks flat is nearly always under-lit on the rim; lift that light until the silhouette separates from the background.
- Add props if the setting matters. A receptionist behind a desk reads differently from one floating in a void.
- Press
Save scene. This stores the camera and everything in the tree, and the same arrangement is replayed for visitors in the embed.
Getting the embed code
The Embed code button in the header gives you a ready iframe for the character with the scene you just built. It is the same snippet as the one on the character's Publish tab.
What the playground does not show
The playground always draws the browser-based 3D avatar. If your character is set to render as a LiveFace photo or a cloud MetaHuman, you will still see the 3D model here — use the preview buttons on those tabs instead.