Setup
Everything you need to start using DigitalHeaven.
Setup boils down to creating your workspace.
Get Started
Section titled “Get Started”The easiest way to get started. Download and launch DigitalHeaven Studio.
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Launch Studio
Run the
DigitalHeaven.Studioexecutable (or build it withdotnet run -p DigitalHeaven.Studio). -
Configure your workspace
On first launch, a Welcome dialog appears with three fields:
Field Default Description Workspace Root Documents/DigitalHeavenRoot directory for all DigitalHeaven data Source Directory ${WorkspaceRoot}/SourceWhere source pallets live Pallets Directory ${WorkspaceRoot}/PalletsWhere compiled .palletfiles goClick Initialize Workspace to create the directory structure.
Next: Using Pallets if you’re installing pallets, or Creating Pallets if you’re building your own.
Install the dh command-line tool and initialize your workspace from the terminal.
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Clone the repo and pack the CLI as a .NET tool:
Terminal window dotnet pack DigitalHeaven.CLI -c Release -o ./nupkg -
Install it globally:
Terminal window dotnet tool install -g dh --add-source ./nupkgThis installs
dhto~/.dotnet/tools/(Linux/macOS) or%USERPROFILE%\.dotnet\tools\(Windows). -
Initialize your workspace:
Terminal window dh initOr double-click
Initialize DigitalHeaven Workspace.batif you have the repo cloned. -
Verify it works:
Terminal window dh help
To update after pulling new changes, re-pack and reinstall:
dotnet pack DigitalHeaven.CLI -c Release -o ./nupkgdotnet tool update -g dh --add-source ./nupkgSee the CLI reference for all commands and flags.
Next: Using Pallets if you’re installing pallets, or Creating Pallets if you’re building your own.
Using Pallets
Section titled “Using Pallets”If you have a built pallet (a .pallet file — like an avatar), install it by dropping it into the Pallets/ directory in your workspace.
Head over to Supported Games to find information about available DigitalHeaven integrations.
Creating Pallets
Section titled “Creating Pallets”The Source/ directory in your workspace is where your projects live. Each pallet is a container for assets and definitions — models, textures, materials, and the .dh-* files that describe them.
Create pallets in the Studio app or by hand in any text editor. Build manually or enable auto-build (watch mode) in either Studio or the CLI. Built pallets are written to the Pallets/ directory, ready to use in-game.
During a build, any new or changed .fbx files are automatically converted to .glb using Blender in headless mode (cached by content hash, so unchanged files aren’t reconverted). The compiler auto-detects Blender from your PATH and common install locations, but you can set the path manually in dh-config.jsonc. A customizable conversion script (Scripts/fbx_to_glb.py) handles the import/export settings — the compiler won’t overwrite it once it exists, so you’re free to tweak it.
See Pallets & Assets for details on pallet structure, asset references, and inheritance.