Loading and Saving Scenes

Loading a scene

Note (with the native electron app): From the version 2.5.0 of the editor, you are able to open .editorproject files directly (via your OS file explorer or via the toolbar Project -> Import Project). That means you don't need to drag'n'drop all your files but simply open the .editorproject file.

The editor is able to load BabylonJS scenes but also editor project files (.editorproject). To load a scene (even with a .editorproject file), just drag'n'drop all the files (scene, textures, sounds, project, etc.) into the canvas (3D preview panel).

You can also load a scene using the toolbar Project -> Import Project, select all the files and click Open.

Important: Loading meshes via the toolbar Scene -> Import Meshes From... will save the meshes into the .editorproject file. That mean if you drag'n'drop the original .babylon file with the .editorproject, the meshes will be doubleness.

Available scene formats

  • .babylon
  • .gltf
  • .glb (binary GLTF)
  • .obj
  • .stl

Saving project

The editor will not save the entire scene when you want to save your project. Anyway, the editor will save the delta between the original scene file (.babylon, .gltf, etc.) and the editor file (.editorproject).

The editor project file will contain all the user's metadatas such as custom scripts, custom post-processes, custom materials, sounds, nodes, etc.

To save the project, just click on the main toolbar Project -> Save Project... or type CTRL+S. For instance, the project (.editorproject) must be saved in the same directory than your scene file, textures etc. Then it will be easier for you to drag'n'drop ALL the files when you want to load your saved project.

Note: It is highly recommanded to use the desktop app as you'll get access to the local file system to save your projects. Anyway, on the online version, the editor will try to save the project on OneDrive.


To properly load your scenes after saving, don't forget to add all the external files (sounds, textures, etc.) in the same folder of the scene.

When you edit properties in the editor, be careful as all modified objects will not be saved. In fact, all sounds, materials, lights, cameras and geometries coming from the modeler (3ds Max, Blender) will not be saved by the editor as all these objects can be modified in the modeler's properties directly.

Exporting a template

Exporting a project template means that it is your final step using the Babylon.js Editor. For instance, you worked with the editor to develop, design and/or configure your final project using the editor's tools. Once you are ready to finalize your project, you can export a template using *Project -> Export Template.... This will:

  • Ask you the scene format you would like to use (.babylon, .gltf, .glb)
  • Ask you a folder where to create the template in your storage (choose an empty folder)
  • Create all the needed files and folders:
    • package.json (for install dependencies)
    • index.html (to test your project easily)
    • src (contains an example file that loads your scene and the editor project to apply the extensions)
    • scene (contains all the final assets from your editor project (scene, textures, etc.))
    • to list all available command lines you can use to test your project

To test your project, go to the folder you chose and just install dependencies, build the project then run your webserver:

npm i
npm run build
npm run webserver

You can also watch your code:

npm run watch

In scr folder you'll find the given file game.ts (typescript, comments below):

import { Engine, Scene, SceneLoader, Tools } from 'babylonjs';

 * In the package.json file, we reference the "babylonjs-editor" package
import { Extensions } from 'babylonjs-editor';

export default class Game {
     * The custom engine we are creating in the constructor
    public engine: Engine;
     * The canvas used by the engine (renderCanvas exists in the index.html file but you can change the id)
    public canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById('renderCanvas');
     * The scene being loaded in the "run" method
    public scene: Scene = null;

     * Constructor
    constructor () {
        // Create engine
        this.engine = new Engine(this.canvas, true, {
            // Options

        // Usefull events
        window.addEventListener('resize', () => this.engine.resize());

     * Runs the game
    public run (): void {
        // Load final scene and assets exported from the editor
        SceneLoader.Load('./scene/', 'scene.babylon', this.engine, (scene: Scene) => {
            this.scene = scene;

            // Attach camera
            this.scene.activeCamera.attachControl(this.canvas, true);

            // Load extensions files produced by the Babylon.js Editor (code editor, graph editor, material creator etc.)
            Tools.LoadFile('./scene/project.editorproject', (data: string) => {
                // Setup the same root Url for the Babylon.js Editor extensions
                Extensions.RoolUrl = './scene/';
                // Now, just apply extensions (such as code editor, custom materials etc.)
                // using the babylonjs-editor module
                Extensions.ApplyExtensions(this.scene, JSON.parse(data));

                // Run render loop, that's all!
                this.engine.runRenderLoop(() => {

Of course, you can ommit all the generated files (except the scene folder) and add the "babylonjs-editor" dependency to your main project and import Extensions where you want. The file game.ts is just an example. The babylonjs-editor contains 2 versions:

  • node_modules/babylonjs-editor/dist/editor.extensions.js: commonjs module importable using requirejs, systemjs etc. like done in the example above
  • node_modules/babylonjs-editor/dist/editor.extensions.standalone.js: global module writing a EditorExtensions variable in the window. Like BABYLON does. So you can type EditorExtensions.Extensions.Apply(scene, data);.