Skip to content

Setup

Everything you need to start using DigitalHeaven.

Setup boils down to creating your workspace.

The easiest way to get started. Download and launch DigitalHeaven Studio.

  1. Launch Studio

    Run the DigitalHeaven.Studio executable (or build it with dotnet run -p DigitalHeaven.Studio).

  2. Configure your workspace

    On first launch, a Welcome dialog appears with three fields:

    FieldDefaultDescription
    Workspace RootDocuments/DigitalHeavenRoot directory for all DigitalHeaven data
    Source Directory${WorkspaceRoot}/SourceWhere source pallets live
    Pallets Directory${WorkspaceRoot}/PalletsWhere compiled .pallet files go

    Click Initialize Workspace to create the directory structure.

Next: Using Pallets if you’re installing pallets, or Creating Pallets if you’re building your own.

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.

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.