Features

Everything that makes the editor feel multiplayer.

And a straight answer about what it doesn’t do yet — see the limits at the bottom of every page in our docs.

Presence

See the whole team in your Scene view

  • Each collaborator’s camera is drawn as a frustum in their color, with their name and what they’re doing.
  • Updates are adaptive — nothing while still, up to 15 per second while moving — and rendered 100 ms in the past so motion stays smooth on jittery networks.
  • “Go to” jumps your Scene view to exactly where a teammate is looking.
  • Away and reconnecting states are shown honestly, never as if someone were still there.

Ownership

Locks that follow your selection

  • Selecting an object requests its lock. Everyone else sees “Editing: Chris” on it.
  • If two people grab the same object, the server decides — exactly one wins, every time.
  • An edit to something you don’t own is undone locally with a clear message instead of overwriting someone.
  • Locks expire if their owner disappears, and admins can force-release them. Nobody can lock an object forever.

Synchronization

Live edits, applied in the same order for everyone

  • Transforms stream as lightweight previews while dragging; the final value is committed once, acknowledged and sequenced.
  • Renames, enable/disable, re-parenting, sibling order, creation of empties, primitives and prefab instances, and deletion.
  • Component fields — numbers, booleans, strings, enums, colors and vectors — including your own MonoBehaviours.
  • Anything not supported yet is reported in the Skein window, never silently dropped.

Resilience

Built for real networks and real editors

  • Automatic reconnection with backoff. A short drop — or a script recompile — resumes the same session with your locks intact.
  • Changes made while offline are queued and delivered on reconnect; if someone took the object meanwhile, you’re told and your change is reverted.
  • Missed events are replayed; if too much was missed, the full authoritative state is sent instead.

History & snapshots

Know who changed what — and go back

  • Every committed change records who, when, the object, and the value before and after.
  • Named snapshots of a scene (“Working Build”, “Friday Release”) that the whole team can restore, with a confirmation first.
  • History retention and snapshot storage scale with your plan.

Teams & security

Roles, audit logs and isolation by design

  • Owner, Admin, Developer and Viewer roles enforced on the server for every request and every realtime message.
  • Browser sign-in for the editor (no passwords in Unity), rotating refresh tokens, and single-use connection tickets.
  • Audit logs for sign-ins, membership, sessions, snapshots, API keys and forced unlocks (Studio).