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KCKingdoms Connected Scripting APIScripting guides and API
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Preview a project under different light and weather

Use World Builder's Environment tab to inspect a scene at dusk, hold a sky preset, and test rain before exporting.

Check a courtyard at dusk or see how a route reads in rain without leaving World Builder. The Environment tab in 1.6.6 keeps those preview conditions in your project, so you can return to the same setup later.

  1. Open an offline project and choose Environment.
  2. Under Time of day, choose Dusk, or enable Pin the sky to one hour and set the hour yourself.
  3. Move through the scene and check its lighting. Press F7 to walk around; the preview conditions remain active.
  4. Save the project to keep the chosen conditions.

Pinning the sky changes lighting without moving the world clock. It does not move time-based schedules to that hour. Use Move the world clock only when you also want to change gameplay time.

Control What it changes
Pin the sky to one hour Lighting for an hour from 0 to 24. Both endpoints mean midnight.
Clock speed The world clock’s speed. 0 stops it; Normal (x15) restores the game’s normal rate.
Set the world clock Gameplay time itself, backwards or forwards in this offline session.
Skip ahead Advances gameplay time by up to 72 hours.

If the game is already holding its clock, the tab reports that. Changing the speed does not release the game’s hold.

The preset list shows skies loaded by this level. Choose one to blend it in. Blend is measured in game seconds; 0 applies it immediately. A stopped world clock cannot advance a timed blend. Apply again reapplies the chosen preset if the game has changed the sky since.

Enable Hold this sky to keep the chosen preset. Holding applies it at once, regardless of the blend duration. Without a hold, the game replaces the blended preset after six game hours and continues its weather schedule.

To test rainfall, turn off Hold this sky, then enable Rain by hand and choose Drizzle, Rain or Downpour, or set the intensity. Dry sets it to zero. Turning Rain by hand off returns rain calculation to the game.

Holding a sky also stops the weather system from submitting rain, so held weather and manual rain cannot both take effect. Read the tab’s warning when combining them.

Weather profiles the level schedules is a read-only list of the records the game uses to choose presets. A profile name is not a sky preset name. If a saved project asks for a preset this level does not load, choose one from the current list.

Choose Back to the level’s own conditions to release the pinned hour, clock speed and manual rain. A preset already blended in remains until the weather system next changes it; resetting cannot undo that blend.

Leaving the offline session also releases the overrides. They do not carry into a multiplayer server. Force an update and Rebuild the clouds can refresh a sky that has not caught up with your preset.

Preview settings are saved with the project. They do not participate in undo, and blueprints, world resources and copied server API calls do not carry them. To set multiplayer weather, use a server script and Clock and weather.

The Environment controls are offline only. While connected to a server, that server owns the clock and weather.

MCP exposes wb_environment_get, wb_environment_update, wb_environment_presets_query and wb_environment_action. Query this level’s presets before choosing one. After changing settings, read back the live state and its warnings, applied, pendingCommands and lastAction fields. A successful update accepts the settings; the engine applies them on a later editor frame.

For example, ask an assistant to preview the yard at dusk, inspect its warnings, let the scene settle, and capture it without editor overlays.