Engine Plugins

Bring your StageOne scenes into game engines. Each plugin connects to the web editor via WebSocket so objects appear in your engine viewport in real time.

Free to useReal-time syncAll MML element types

StageOne Core

Beta

Unreal Engine 5

Coming Soon

Real-time bridge between the StageOne web editor and Unreal Engine 5. Place MML objects directly in the UE5 viewport with full PBR materials, animations, and physics support.

Features

  • WebSocket sync — live object placement from the web editor
  • 38 MML element types mapped to native UE5 actors
  • Three-tier material system (TSL shaders, PBR, basic color)
  • 18+ easing functions for property animations
  • Ghost placement preview before committing objects
  • Coordinate conversion (Y-up → Z-up, meters → centimeters)
  • GLB asset streaming from StageOne
  • Project Settings panel for host, API key, and caching

Requirements

  • Unreal Engine 5.x
  • Modules: WebSockets, HTTP, Json, ProceduralMeshComponent

Quick Start

  1. 1Download and unzip into your project's Plugins/ folder
  2. 2Enable "StageOne Core" in Edit → Plugins
  3. 3Place a StageOneSceneManager actor in your level
  4. 4Set your StageOne Host and Project ID in Project Settings → Plugins → StageOne
  5. 5Hit Play — the plugin auto-connects to your StageOne session

StageOne for ODK

Alpha

Morpheus Platform ODK (UE 5.5.4)

Coming Soon

Self-contained Blueprint-only plugin for the Morpheus Platform ODK. Connects to StageOne via HTTP polling and renders scenes using the ODK's built-in MML/Carnival system. No C++ compilation required.

Features

  • Blueprint-only — no C++ code, works within ODK constraints
  • HTTP polling to StageOne REST API (scene JSON + MML XML)
  • Leverages ODK's native MML/Carnival rendering system
  • Register StageOne scenes as MML Object Instances in ODK worlds
  • Character attachment via ODK's LoadCharacterFromUrl()
  • Engine API key authentication

Requirements

  • Morpheus Platform ODK v38.1+ (UE 5.5.4)
  • M2 Example plugin enabled
  • StageOne web app (local or deployed)

Quick Start

  1. 1Copy StageOneODK_Standalone into your ODK project's Plugins/ folder
  2. 2Verify the .uplugin has M2Library: true (required — ODK only allows one primary plugin)
  3. 3Restart the ODK editor, then enable StageOne for ODK in Edit → Plugins
  4. 4Create the Blueprint assets following SETUP.md instructions
  5. 5Place BP_StageOne_Manager in your level and configure the Data Asset
  6. 6Hit Play — the plugin polls your StageOne session via HTTP

StageOne for Godot

Beta

Godot 4.x

Coming Soon

Real-time bridge between StageOne and Godot 4. Adds an editor dock panel with connection controls, live node count, and automatic scene management.

Features

  • Editor dock panel with connect/disconnect, status indicator, node count
  • Native Godot WebSocketPeer integration (ws:// and wss://)
  • Coordinate conversion (MML Y-up → Godot Y-up, Z-flipped)
  • Ghost placement with raycasting
  • Batch message support for bulk node operations
  • Auto-creates StageOneSceneManager in your scene tree

Requirements

  • Godot 4.x

Quick Start

  1. 1Download and copy the addons/stageone folder into your project's addons/ directory
  2. 2Enable "StageOne" in Project → Project Settings → Plugins
  3. 3The StageOne dock appears on the right side of the editor
  4. 4Enter your StageOne Host (default: localhost:1999) and Project ID
  5. 5Click "Connect" to start syncing

StageOne for Unity

Beta

Unity 2021.3+

Coming Soon

UPM package that bridges StageOne scenes into Unity. Provides type-safe C# bindings for all 41 MML element types, coordinate conversion, and a MonoBehaviour-based scene manager.

Features

  • UPM package — install via Package Manager or git URL
  • 41 MML element types with serializable C# classes
  • Coordinate conversion (right-handed → left-handed)
  • CSS hex color parsing to Unity Color
  • Ghost placement with Camera.main raycasting
  • Inspector fields for host, project ID, API key, materials
  • Works with URP and HDRP render pipelines

Requirements

  • Unity 2021.3 or newer
  • WebSocket library (NativeWebSocket or WebSocketSharp)

Quick Start

  1. 1Open Window → Package Manager → "+" → Add package from disk
  2. 2Select the package.json inside com.stageone.unity/
  3. 3Or add via git URL in your manifest.json
  4. 4Add a StageOneSceneManager component to a GameObject in your scene
  5. 5Assign your base PBR and ghost materials in the Inspector
  6. 6Set StageOne Host and Project ID, then call Connect()

How the Connection Works

1

Build in StageOne

Open the web editor and create your scene with objects, lights, materials, and animations.

2

Connect Your Engine

The plugin connects via WebSocket. Objects stream into your engine viewport in real time.

3

Ship Your Game

Use the synced objects as native engine actors. Materials, transforms, and animations carry over.

Need Help?

Join our Discord for plugin support and feedback.