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SuperSplat Studio

SuperSplat Studio is where you curate the viewing experience of a splat you've already published or directly uploaded. It opens on top of the published scene and lets you author everything a visitor sees on its scene page: camera framing and animations, on-scene annotations, post-processing effects, tonemapping, the background or skybox, and collision geometry for walkable scenes.

Studio writes its output as a single JSON document — Experience Settings — that the open-source SuperSplat Viewer reads at runtime. That same JSON is what gets bundled into a self-hosted HTML export.

Launching Studio

Studio runs at https://superspl.at/scene/<hash>/studio. Only the splat's owner can open it; for anyone else the URL 404s.

There are two ways to get there:

  • From the Manage page, open a splat's Edit Splat dialog and click Open in Studio in the preview card.
  • From your own splat's scene page, use the Edit in Studio entry point.
Desktop recommended

Studio is built for a desktop browser. On a phone or tablet you'll see a "Studio works best on desktop" warning when you open it. You can dismiss the warning and continue, but expect a constrained UI.

The layout

Studio reuses the SuperSplat editor shell:

  • Header — back button, scene name, save indicator.
  • Left panel — collapsible tool sections (Cameras, Annotations, Post Effects, Scene Assets, etc.).
  • Viewport — live preview of how visitors will see the scene.
  • Right panel — settings for whichever tool you've selected.

Each tool section has its own page:

  • Cameras — initial pose, target, and field of view for one or more named cameras.
  • Animations — keyframe-driven camera tracks that can auto-play on viewer load.
  • Annotations — 3D-positioned text hotspots that visitors can navigate between.
  • Post Effects — sharpness, bloom, color grading, vignette, fringing, tonemapping, high-precision rendering.
  • Skybox — background color or full equirectangular skybox.
  • Collision — voxel geometry that makes a scene "walkable."

Saving changes

Edits are not auto-saved. The header surfaces a Save action that pushes your full Experience Settings JSON to the server.

A few things to know about the save flow:

  • Dirty-state tracking — Studio knows when you have unsaved changes. If you try to navigate away with edits pending, you'll be warned before losing them.
  • Cache-busting on reload — after a successful save, the viewer reloads with a cache-busted settings URL so it picks up your edits immediately. Visitors loading the scene page from then on see the new version.
  • No partial saves — every save writes the full Experience Settings JSON, not a diff. If something looks wrong after a save, double-check the value in each panel rather than expecting changes to be merged.

Schema versioning

The Experience Settings JSON has a version number; the current schema is v2. Older v1 settings (from before Studio supported some features) are migrated to v2 automatically when loaded. You don't need to do anything special — but if you self-host the Viewer and read settings.json directly, see the Experience Settings reference for the current schema.

See also