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Miliastra Wonderland/Editor and Miliastra Sandbox

Last updated 2026-08-12

OverviewSeasonsEventsEditor and Miliastra SandboxGallery

The Editor for Miliastra Wonderland and the Miliastra Sandbox are only supported on PC.

See the Craftspeople Guide for the manual.

Update and Fix Notes

Version "Luna II"

https://www.hoyolab.com/article/41883028

Known Issues

November 17 Update
  1. There is an issue whereby when the "Light Source Component" is set to "Light Source > Attachment Point" and attached to a "Custom Attachment Point," it will abnormally attach to "GI_RootNode" instead of the set attachment point during actual runtime, failing to take effect correctly. This issue will be fixed in a future version; for now, you can directly modify the position of the light source to use it.
October 30 Update
  1. There is currently an issue whereby certain models display abnormally when mounted as decorations on creations. (This affects models with IDs ranging from 20001306 to 20001378 in the "Model Asset Library > Building Structure.") This issue will be fixed in a future update. In the meantime, please avoid using these models when adding decorations to your creations.
  2. Fixes an issue in "Node Graph Variable" whereby after setting a structure/structure list type variable to public and then mounting the node graph in the editor, modifying the initial value of the variable through "Edit Variable Count" would result in a trial error.
October 22 Update
  1. The output pin "Target Waypoint Index" of the Query Node "Get Current Creation's Patrol Template" returns an abnormal output value when a creation moves to the first waypoint of the patrol path. This issue will be addressed in an upcoming version update. For now, avoid using this node's output value when a creation "moves to the first waypoint of the patrol path."
  2. The "UI Control Group - Scoreboard" is currently having an issue with its hierarchy setting that causes inconsistent display between the editing mode and the test play mode (Adjusting the hierarchy does not currently change its display order, and the element remains on the lowest layer during testing). This issue will be addressed in an upcoming version update. For now, please adjust its position manually as a temporary measure.
  3. The following issues exist in the configuration options of custom variable selection for controls such as "Progress Bar", "Scoreboard", and "Interactive Button" in the "UI Control Group":
    1. Unable to open the variable library for "Structure" types and cannot select split variables within a "Structure."
    2. "Structure" types are abnormally available for selection (this should be unselectable), and the corresponding data fails to display after selection during test play.
      The above issues will be addressed in future version updates.
  4. There is an issue whereby floating point numbers only allow the use of "." as the decimal point for input and display. This problem will be fixed in a future version update. For certain specific languages, you need to temporarily switch to using "." for entering floating point numbers.

Version "Luna III"

https://www.hoyolab.com/article/42591544

New Modules

Wonderland Resource Center

The Wonderland Resource Center is now online! To access it, open the stage editor and enter through the bottom-left corner of the page. The Resource Center offers the following features:

  1. Upload & Share: Upload and manage all kinds of prefabs and assets here.
  2. Download & Import: Find and download prefabs and assets, then import them straight into the editor.
  3. Like & Favorite: Like and favorite prefabs and assets you come across.

New Features

  1. New "Reduce Update Rate if Out of Range" option for creations. Previously enabled by default, this option may now be toggled in the Load Optimization tab. When on, creations outside a certain range from the player update less frequently during gameplay, thereby reducing the performance load.
  2. Support for more hotkeys. View the full list via the top-left corner of Miliastra Sandbox - Help - View Hotkeys.
  3. New configuration options for hit mount points in Ability Unit – Direct Attack, including for offset and rotation.
  4. Adds support for comparing Boolean variables in the "Equal" node.

Known Issues

December 3 Update
  1. There is an issue whereby when the "Light Source Component" is set to "Light Source > Attachment Point" and attached to a "Custom Attachment Point," it will abnormally attach to "GI_RootNode" instead of the set attachment point during actual runtime, failing to take effect correctly. This issue will be fixed in a future version; for now, you can directly modify the position of the light source to use it.

Fixes & Adjustments

December 3 Update
In-Game Editor
Terrain Editing & Environment
  1. Fixes an issue whereby the effective range of a light source was not correctly applied when setting it up in the first environment configuration under Environment Configuration.
  2. Fixes an issue where setting a preset name as empty would cause an error message in all referenced locations.
Object Placement
  1. Fixes an issue where prefabs in the scene displayed incorrectly when the camera was zoomed out during stage editing.
  2. Fixes an issue where undoing after moving two prefab groups in the stage editor caused prefabs within the groups to not return to their original positions correctly.
Combat Presets
  1. Fixes an issue whereby undoing after creating a new projectile in Local Projectile would not remove the created projectile.
  2. Fixes an issue in Player Template - Edit Character where the reset button for the Inventory component did not work.
  3. Fixes an issue in Skill Editor where, when editing a custom skill animation, the character would not be able to use the skill if the second slot of the animation timeline was not set with an attack animation.
UI Control Group Management
  1. Fixes an issue with UI Control Group - Scoreboard whereby its hierarchy setting caused inconsistent display between the editing mode and the test play mode.
  2. Fixes an issue in Manage UI Control Groups where the Descend button failed to hide or display as expected after the Normal Attack button was disabled.
Main Camera Management
  1. Fixes an issue in Main Camera Management where the horizontal angle did not change after the 2.5D lens was switched via the relevant nodes.
Prefab Library
  1. Fixes an issue whereby custom variable values configured in Nameplate wouldn't update in real time when multiple nameplates were attached to the same entity.
  2. Fixes an issue of abnormal display for certain structural building models (ID: 20001306–20001378) when they were mounted onto created objects as decorative items.
Components
  1. Fixes an issue whereby, after copying and pasting path movement configurations in a Basic Motion Device component, the configuration data for Waypoint_1 would be set to default values instead of applying the pasted data.
  2. Fixes an issue whereby switching the data type from another type to "Floating Point Number" in a Custom Variable component could cause data formatting errors.
Miliastra Sandbox
  1. Fixes an issue with the query node "Get Current Creation's Patrol Template" whereby the output pin Target Waypoint Index would return an abnormal output value when a creation moved to the first waypoint of the patrol path.
  2. Optimizes the Add Signal button in the Server Signal Editor within Miliastra Sandbox by adding a 0.5-second protection mechanism against consecutive presses.
  3. Fixes an issue whereby the "Variable Name" parameter in the "Set Local Variable" node could be abnormally connected in "Miliastra Sandbox."
  4. Fixes an issue in "Miliastra Sandbox" whereby after using the "Teleport Player" node for short-distance teleportation (without triggering loading screen), if the character remains stationary, the "Get Player/Character" node would still return the pre-teleport position.
Other
  1. Fixes an issue where the mini-map could be zoomed beyond normal ranges due to missing zoom limits.
  2. Fixes an issue where the stated limit in the character limit text prompt did not match the actual limit when one was modifying the names of certain tabs in the Editor.
  3. Fixes an issue in Variable Library where, when a dictionary-type variable was selected, and the dictionary's value type was a structure, a list of structures, or another list, the variable corresponding to "Value" could not be viewed or selected.

Version "Luna IV"

https://www.hoyolab.com/article/43224969

New Modules

Complex Creations

Adds editing features for complex creations. Now you can create more customized functions for your creations.

  1. Complex creations can be created and edited under Prefabs > Creations > Complex Creations.
  2. Adds the Creation Status Decision Node Graph. Complex creations can edit both status node graphs and status decision node graphs through the Client Node Graph Resource Explorer.
  3. The Creation Status Node Graph can modify the combat logic of creations, while the Creation Status Decision Node Graph can modify the AI state of creations.
  4. New nodes related to complex creations have been added to the Miliastra Sandbox, allowing for more flexible calls over complex creation behaviors and states.
  5. Adds creation skill management. Complex creations can create and edit custom skills via Combat Preset > Skills > Creation Custom Skills, and manage their usage through the creation skill management system.
  6. Adds autonomous logic parameter settings, allowing customized editing of complex creations' combat engagement, disengagement, and territory awareness, providing greater freedom in editing AI behaviors of creations.
  7. Adds patrol settings, allowing custom patrol logic and routes for complex creations, along with optimized path options.
  8. Adds a scaling function for complex creations, allowing customization of their size.
Classic Mode & Beyond Mode

Adds the new "Classic Mode" feature, allowing Travelers to build Wonderlands for the companions they've met in Teyvat (hereinafter referred to as "characters"), and to use those characters to play within those Wonderlands. When creating a new save, you can now choose between Beyond Mode and Classic Mode, with each option providing its own set of supported functions and editing features.

  1. Beyond Mode: Offers a far more open and flexible editing toolkit (such as custom skill creation, faction settings, and more). Stages built in this mode can only be played using Manekins. This mode is ideal for creators who want maximum freedom and customization.
  2. Classic Mode: Unlocks some specific editor features and supports using Teyvat Characters and Manekins to play stages:
    1. Player Limit Adjustment: The maximum number of players per stage has been adjusted to 4.
    2. Adds Some Special Nodes: To simplify and facilitate creation, some Character-related logic nodes are added(e.g., nodes that add Character energy, set Character energy, query Classic Mode Character ID, etc.)
  3. Furthermore, in "Classic Mode," the exact values of the inflicted DMG may vary from those of Teyvat depending on the parameters defined by the Craftsperson.
Colorful Surprise Box

Adds the "Colorful Surprise Box" feature, which allows Craftspeople to design boxes containing a variety of virtual items (such as additional Wonderland content, landscape skins, weapons, and other exclusive content) to provide Travelers with more diverse in-game content. Currently, this feature is in a limited trial phase and is only available to select Craftspeople. For future application and feature adjustments, please stay tuned to official news and announcements.

New Features

In-Game Editor
Terrain Editing & Environment
  1. Adds the "Scene Generation Template Management" tool, which supports batch creation of scene landscapes, buildings, and other static resources.
Components
  1. In the "Basic Motion Device" component, when editing "Fixed-Point Motion" or "Absolute Path Motion," an arrow indicating the object's forward direction will now be displayed.
  2. Adds a new "Pathfinding Obstacle" component, allowing dynamic objects to have custom-shaped blocking areas.
Assets
  1. Adds some dynamic object assets.
  2. Adds some static object assets.
  3. Adds some visual effect assets.
Combat Presets
  1. Adds a max-value display and a quantity input field to the shop purchase interface.
  2. Adds more icons for items in Combat Presets, giving you a wider range of equipment-related icons to choose from.
  3. Adds a tag slot limit in the "Manage Equipment Data" interface. Each piece of equipment can now have up to 5 tags.
Miliastra Sandbox
  1. Adds support for advanced data structure-related nodes to the client-side node graph in Miliastra Sandbox.
  2. Adds a "Replace equipment to the specified slot" node, allowing you to equip a designated item to a designated equipment slot.
  3. Adds a "Query Entity's Elemental Effect Status" node, which checks all 12 types of Elemental effect on an entity.
Other
  1. Optimizes and iterates the UI in multiple areas of the editor (such as: pop-up alerts, information hints, and the display effects of selected icons), improving visibility and user experience in specific usage scenarios.
  2. Optimizes the character limit and hints for text editing in the editor, improving the user experience for Craftspeople in the editor.
  3. Adds an option in "Test Play Options" to switch languages during test play.
  4. Adds the ability to save "Quick Settings" locally, so they won't reset to default when you switch stages or exit the game.
  5. Adds multilingual auto-fit for text editing. When enabled, the font size automatically adjusts to fit the text box when switching languages.
  6. Updates the formatting of floating-point input fields in the editor, which now automatically adapts to the player's system regional language settings.

Known Issue

January 16 Update

There is an issue whereby there is a display delay when the "Text Bubble" component is triggered during gameplay or trial stages (this occurs both when it is active by default and when switching nodes). This issue will be fixed in a future version.

Fixes & Adjustments

January 14 Update
In-Game Editor
Terrain Editing & Environment

Fixes an issue where after setting "Light Source - Attachment Point" in the "Light Source Component" and attaching it to a "Custom Attachment Point," it would be abnormally attached to "GI_RootNode" instead of the set attachment point during runtime, preventing it from functioning properly.

Shop Template Management

Fixes an issue in "Shop Template Management" where modifications to the "Purchasable" state were not properly synchronized when re-importing the price list after exporting and modifying it.

Global Timer

Fixes an issue where the timer would reset to zero when triggering a Player Teleport while the timer was paused in "Global Timer."

Miliastra Sandbox
  1. Fixes an issue in "Miliastra Sandbox" where composite nodes could not modify the directory after reopening a save file.
  2. Fixes an issue in "Miliastra Sandbox" where the signal names of "Send Signal", "Monitor Signal", and "Send Signal to Server Node Graph" nodes would lost after copying a node graph.
Other
  1. Fixes an issue where the faction on the scoreboard would display incorrectly when switching factions through nodes during gameplay.

Version "Luna V"

https://www.hoyolab.com/article/43938208

New Modules

Manage Voice & Text Chat

Adds the "Manage Voice & Text Chat" feature to support multiplayer social interactions within stages:

  1. Adds "Real-time Voice-Over Global Settings," enabling centralized control over voice chat activation and team voice permissions.
  2. Supports both global voice chat and independent voice channels. Travelers can create and manage multiple channels, as well as configure basic settings (such as communication range).
  3. In the Miliastra Sandbox, adds a "Voice-Over Switch" option to the "Set Chat Channel Switch" node, allowing voice to be enabled or disabled for specific channels.
  4. In the Miliastra Sandbox, adds the "Set Player Channel Permissions" and "Set Voice Chat Scope" nodes, allowing real-time control over individual players' voice access and communication range.

New Features

Classic Mode & Beyond Mode
In-Game Editor
Components
  1. Adds the "Optimizes collision trigger detection when entities exit the scene" option under "Stage Settings." When enabled, collision triggers will correctly detect and trigger exit events for player entities that leave the stage while inside the trigger area. Enabling this option may increase performance overhead. It is disabled by default.
Other
  1. Adds support for more hotkeys. View the full list via the top-left corner of Miliastra Sandbox > Help > View Hotkeys.
=Classic Mode=
Prefab Library
  1. In Classic Mode, adds the options "Cannot be targeted by allied units" and "Cannot be targeted by enemy units" under a prefab's "Battle Settings." These options are disabled by default.
Combat Presets
  1. In "Combat Preset > Unit Status," the "Elemental Reaction Monitoring" status effect now includes three additional reaction type options: Lunar-Crystallize, Lunar-Bloom, and Lunar-Charged.
Other
  1. Adds a "Lineup Display Settings" option to the "Leaderboard" feature under "Manage Peripheral System," allowing players to choose whether Artifacts are shown for ranked teams.
Beyond Mode
=In-Game Editor=
Combat Presets
  1. In "Beyond Mode > Stage Settings," adds a "Disable damage reduction for Bloom reactions?" option. When enabled, Bloom, Burgeon, and Hyperbloom reactions deal full damage to all entities.

Known Issues

February 26 Update
  1. There is an issue whereby save files from "Classic Mode" in Version Luna IV that use the basic creation "Flowcurrent Bird" (Component ID: 30001016) may cause abnormal stage performance or prevent players from exiting the stage in Version Luna V and subsequent versions due to abnormal creation data. Craftspeople can resolve this issue by restarting and updating the published stage.
February 25 Update
  1. In the current version, when "Aggro Type" in "Stage Settings" is set to "Custom," some creations have their "Aggro Generation Multiplier" incorrectly set to 0 by default (expected default: 1) in "Creation Prefabs." In a future version, the default multiplier for these creations will be standardized to 1.
  2. For creations whose "Aggro Generation Multiplier" has not been manually edited, the value will be updated from 0 to 1. When the stage is edited again, existing affected monster instances in the stage may display their Aggro Multiplier as overridden to 0. Creations whose "Aggro Generation Multiplier" has been manually adjusted previously will not be affected.
    Affected Creations:
    1. Basic Creations: Fatui Skirmisher - Electrohammer Vanguard and Fatui Skirmisher - Pyroslinger Bracer.
    2. Complex Creations: Pyro Hilichurl Shooter, Frostarm Lawachurl, and Electro Abyss Mage.

Fixes & Adjustments

February 25 Update
Classic Mode & Beyond Mode
=In-Game Editor=
Components
  1. Fixes an issue whereby, after adding a "Decoration" to an "Object Prefab," disabling the initial activation of "Native Collision" would cause the existing "Extra Collision" component to stop functioning.
  2. Fixes an issue whereby triggering the "Text Bubble" component resulted in delayed display.
Combat Presets
  1. Fixes an issue whereby scaling previews were unavailable for the "Mount Special Effects" feature in "Combat Preset > Unit Status Effects." Additionally fixes an issue whereby "Player Template > Character > Unit Status" did not include a preview button.
  2. Fixes an issue whereby the "Creation Silenced" unit status effect did not apply correctly when added to a "Complex Creation."
Classic Mode
=In-Game Editor=
UI Control Group Management
  1. Fixes an issue in Classic Mode whereby the built-in Skill Area in a layout could not be hidden through the UI Control Group Management settings.

Version "Luna VI"

https://www.hoyolab.com/article/44541721

New Modules

Environment System

This update brings a comprehensive iteration to the environment system, providing more powerful and convenient tools for the creation of scene atmosphere and dynamic environments:

  1. Global background configuration: Adds an environment color picker that allows creators to configure parameters such as overall scene lighting and the colors of different parts of the sky.
  2. Environmental element controls: Adds standalone parameter configuration for environmental elements such as the background, sun, moon, and fog, allowing adjustments to their intensity, position, color, size, etc., to create a richer sense of visual depth.
  3. Dynamic time features: Adds a time system that allows creators to configure different environment presets based on time parameters (such as day/night cycles, weather, and seasons), and provides preset management to support dynamic environment changes.
  4. Quick Preview: Adds support for one-click preview of all environment runtime effects in Quick Settings. This allows creators to perform quick checks of scene atmosphere and dynamic behavior.
  5. Environment system load analysis: Adds support in the Performance Load tool for 24-hour environment system load calculation. This provides the ability to perform detailed evaluation of both static and dynamic loads to help assess the impact of dynamic environment changes on performance.
VFX Tool

Adds a VFX Tool module to Combat Preset, enabling the creation of more complex and dynamic visual effects:

  1. VFX Tool types: Allows users to create effects with different durations by creating timed VFX tools and persistent VFX tools.
  2. Multi-track editing: Supports creating new tracks in the VFX Tool Editor and adding events such as visual effects, warning effects, and sound effects to them, enabling the sequencing and combined control of multiple effects.
  3. Parametric editing: Supports the configuration of various VFX properties (such as color, size, and playback speed) using parameters.
  4. VFX Tool load analysis: Adds load calculation support for VFX tools in the Performance Load tool. This allows creators to evaluate static and dynamic loads separately to help optimize VFX usage.
UI Control Iteration

This update brings functional iterations and expansions to "Manage UI Control Groups":

  1. New control components: New UI control components including images, UI animations, full-screen UI animations, special numeric displays, custom buttons, custom switches, and floating interaction pages (tabs, single-choice windows, and text windows).
  2. Enhancements to feedback from interactions: New UI sound effects allow certain controls to trigger and play sounds.
  3. Improvement to text editing: Adds a color picker to text boxes. Now, users can directly change text color using the picker.
  4. Asset Library and asset management: With the new Asset Library page, users can create asset groups that can be linked and used in components such as images.
  5. Multi-device synchronization: Use the new "Sync UI to All Devices" toggle to support synchronized UI state control in multi-device runtime environments.
  6. Rendering mode switching: Users can now toggle between Layered Rendering Mode and Sequential Rendering Mode.
Skill Editor

This update introduces iterative optimizations to the Skill Editor. Users can now create custom skills of more types with greater flexibility, as the editor now supports the creation of skill formats such as air skills and set skills:

  1. More skill editing functions: The new adaptive animation slots, animation clipping, and animation speed adjustment functions add to the ways skill animations can be edited.
  2. Variable management feature: The new Skill Variable Management feature includes dedicated nodes for querying, designing, and modifying skill variables, and also supports the passing of parameters across node graphs.
  3. More attribute editing options: Improved support for various attributes such as off-field skills and cooldowns, directional skill interrupts and triggers, increased movement speed limits, action recording, skill casting speed, and cooldown reduction.
Risk Check
  1. Adds a "Risk Check" tool: Now, Craftspeople can access the risk check interface by using the "Risk Check" button in the ESC menu. Use this feature to help identify potential performance, logic, or configuration issues in your save.

New Features

Classic Mode & Beyond Mode
In-Game Editor
Combat Presets
  1. Adds, in "Combat Preset," a local Boolean filter for outline effects attached to "Unit Status."
  2. Adds, in "Combat Preset," a Shatter reaction to the "Monitor Elemental Reactions" effect in "Unit Status."
UI Control Group Management
  1. Adds, in "Manage UI Control Groups," new voice chat–related components for built-in content.
Manage Asset Import/Export
  1. Adds, in "Manage Asset Import/Export," the ability to batch-select assets with the mouse. Now, creators can hold and drag the left mouse button to choose assets for export.
Assets
  1. Adds two new terrain brush assets: magma and gravel.
  2. Adds new assets (dynamic objects, static objects, and visual effects).
  3. Adds several Complex Creation assets: Large Slime (Anemo/Electro/Cryo/Hydro/Pyro/Geo/Dendro), Wooden Shieldwall Mitachurl, Cryo Abyss Mage, Treasure Hoarder Scout, Maguu Kenki, Ruin Grader, Fatui Skirmisher - Cryogunner Legionnaire, Fatui Skirmisher - Electrohammer Vanguard, Fatui Skirmisher - Pyroslinger Bracer, and Goldflame Qucusaur Tyrant.
Miliastra Sandbox
  1. Optimizes, in Miliastra Sandbox, node graph searches with exact-match support for node graph IDs. Also improves search scope, result sorting, and interaction logic.
  2. Adds a limit on the number of node connections that can be created to Miliastra Sandbox. Exceeding the limit triggers a warning and prevents additional connections. (Saves from before Version "Luna VI" are not affected by this change.)
  3. Adds the "When Equipment Is Purchased," "When Equipment Is Sold," and "Remove Equipment from Specified Slot" nodes to Miliastra Sandbox.
  4. Adds the "Query Whether Player Is Currently in Voice Chat" node to Miliastra Sandbox.
  5. Adds the "Beyond Mode Shield Strength" and "Classic Mode Shield Strength" parameters to the "Get Entity Advanced Attribute" node in Miliastra Sandbox.
Classic Mode
Miliastra Sandbox
  1. Adds a "Multiple Branches" node to character skill node graphs in Miliastra Sandbox.

Fixes & Adjustments

April 8 Update
Classic Mode & Beyond Mode
In-Game Editor
Combat Presets
  1. Fixes an issue whereby, in Combat Preset, selecting any special effect under "Unit Status > Add Effect > Mount Special Effects" would cause the game to crash when switching tabs.
Test Play
  1. Fixes an issue whereby, if the global timer had not finished initializing, modifying its time through a node graph would not update the timer's UI control, which in turn would cause a mismatch between the displayed time and actual timer progress.
Beyond Mode
In-Game Editor
Combat Presets
  1. Fixes an issue in Combat Presets whereby copying and pasting a newly created custom class would cause edits to the new class's custom curve to also modify the original class's custom curve.

Version "Luna VII"

https://www.hoyolab.com/article/45097662

New Modules

Wonderland Task & Wonderland Commendation Gift Box

Adds Wonderland Tasks and Wonderland Commendation Gift Boxes features, available for Craftspeople at level 4 and above. Supports implementing a refreshable task system for stages, with rewards distributed via Wonderland Commendation Gift Boxes:

  1. Adds "Wonderland Task" editing entry: A "Wonderland Task" entry has been added to the menu, allowing Craftspeople to create, delete tasks, and manage task tabs. You can also configure settings, including task count, description, and display priority, as well as the types and quantities of Wonderland Commendation Gift Boxes associated with each task.
  2. Adds "Wonderland Commendation Gift Box" editing entry: The "Wonderland Commendation Gift Box" tab has been added to the top of "Manage Wonderland Gift Box" for creating, deleting, and managing special gifts. Craftspeople can edit the label, icon, rarity, description, and other settings for these boxes, which are used as the distribution method for Wonderland Task rewards.
  3. Adds Activation and Refresh Settings: Tasks can now be set as active, permanent, or bound to a specific season (up to 10 seasons ahead). Refresh types now support "Don't refresh" or automatic count and status resets on a daily, weekly, or seasonal basis.
  4. Adds in-game entry control: The new "In-Game Task Entry" toggle allows the task entry to be displayed on the player interface and menu for progress checking. Adds a new toggle that enables in-room result finalization, allowing tasks to be completed in Co-Op rooms.
  5. Adds Task Count Control Nodes: Nodes like "No. of Tasks Configured," "Increase Task Count," "Query Specified Task Count," and "Query If Specified Task Is Completed" allow for precise control over task progression.
Mini-Map Updates & Improvements

Craftspeople can now customize the "Mini-Map" to display detailed terrain information for their stages:

  1. Feature Entry: Adds Mini-Map Settings in "UI Control Group Management > Layout Details > Built-In Content > Mini-map". Click "Edit Map" to enter the Custom Mini-Map Editor.
  2. Image Upload and Management: Supports uploading PNG and JPEG format images (16 × 16 to 2048 × 2048 px; max 5MB per file, 20 MB total limit). Images can be renamed, replaced, or deleted via "Manage Map Image Resources."
  3. Anchor Mapping Settings: Set origin and orientation point on the map image and link them to corresponding preset points in the scene to automatically establish the mapping relationship between the image and the scene. You can also configure the map scale to set the conversion ratio between pixel distance and scene distance.
  4. Zoom Settings: You can now independently set the default zoom multiplier for the Mini-Map widget and the zoom range for the Main Map (M-key), including initial, minimum, and maximum scale levels. A real-time mini-map preview window is available to assist with these adjustments.
  5. New Node: Adds the "Switch Custom Maps" execution node. This supports dynamically switching the map resource displayed by the mini-map widget and controlling its visibility status during runtime.
  6. Import/Export: Custom mini-maps can now be imported/exported with save files, and image resources will be exported automatically.
Water Objects

Adds multiple water-related objects in "Object Prefab > Dynamic Units > Other" to create more complex scenes:

  1. Adds objects including "Waterfall," "Waterfall Crest," "Cube-Shaped Water Body," "Cylinder-Shaped Water Body," and "Circular Water Body."
  2. All water objects feature standard water properties, allowing character entities to swim upon contact with the surface.
  3. The color of water objects can be adjusted through the object's color attribute.

New Features

Classic Mode & Beyond Mode
In-Game Editor
UI Control Group Management
  1. In "UI Control Group Management," the following controls have been added:
    1. Image-Text Input Box: Supports adding both image materials and text information simultaneously.
    2. Status Display Area: Displays the status of the entity in real time.
    3. Notification Queue: Displays images and text in the order they were queued.
  2. Optimizes the "Progress Bar" control in "UI Control Group Management." This update introduces three new tabs: "Basic," "Style," and "Function," along with their corresponding features.
  3. In "UI Control Group Management," "Special Number" now supports data sources for items and unit status. It can now display the item's remaining CD and quantities, as well as the duration and stacks of unit status effects.
  4. Adds more image materials and types for images in "UI Control Group Management."
  5. In "UI Control Group Management," new font outline toggles and color configuration options have been added for text elements.
  6. In "UI Control Group Management," an asset group editing feature has been added for certain controls under "Style > Custom > Asset > Edit Details." This allows simultaneous editing of multiple asset templates and groups.
  7. In "UI Control Group Management," a new batch of Craftsperson Keys is now available for "Custom Buttons." Additionally, input handling has been optimized: When multiple buttons respond to the same key, only the most recently created button will trigger.
  8. In "UI Control Group Management," all controls can set stretch waypoints in their Waypoint Settings. This feature ensures that control sizes adapt to different screen sizes.
Assets
  1. Adds new assets (dynamic objects, static objects, and visual effects).
Other
  1. Adds a "Reduce chance of gaps between terrain" toggle under "Stage Settings > Basic Settings > Terrain Settings." Enabling this reduces the likelihood of generating gaps between terrain colliders. However, please note that this may affect raycasting.
  2. Optimizes the performance of advanced data structures to improve efficiency in scenarios with numerous variables.
Miliastra Sandbox
  1. Adds the "Refresh Notification Queue" node in Miliastra Sandbox.

Known Issues

May 20 Update
  1. Currently, when "Sync Information to All Devices" is enabled for "UI Animation" in "UI Control Group Management," the Zoom Factor may fail to synchronize correctly. This issue will be fixed in a future update.
  2. In "UI Control Group Management > Floating Interaction Page," custom buttons on cooldown still erroneously trigger the "When Operating Floating Interaction Page" event node when clicked. This issue will be fixed in a future update.
  3. Currently, in "UI Control Group Management," when the "Notification Queue" control is triggered at high frequency (with intervals shorter than 0.2 seconds), message items may be duplicated or display abnormally due to incorrect replacement behavior. This issue will be fixed in a future update.

Fixes & Adjustments

May 20 Update
Classic Mode & Beyond Mode
In-Game Editor
UI Control Group Management
  1. Fixes an issue in "UI Control Group Management" where multilingual text was not available in the tabs of the floating interaction page.
  2. Fixes an issue in "UI Control Group Management" where the "Custom Switch" of the "Floating Interaction Page" could not control the visibility of controls.
  3. Fixes an issue in "UI Control Group Management" where controls were not synchronously updated when custom formal variables were refreshed.
  4. Fixes an issue in "UI Control Group Management" where, after setting the "Initial Visibility" under "Asset Library > Asset Details" to off, it would not take effect properly at runtime.
Entity Placement
  1. Fixes an issue in "Entity Placement" where entity scaling caused the distance to display incorrectly while moving entities.
  2. Fixes an issue where mounting multiple decorations on an object could cause their collisions to behave abnormally.
Beyond Mode
In-Game Editor
Combat Presets
  1. Fixes an issue in "Combat Preset" where the Event Management failed to display track events when adding a landing branch track event to a custom air skill.

Version "Luna VIII"

https://www.hoyolab.com/article/45673275

New Modules

Control Motion Device & Character Control Skill

Adds "Control Motion Device" and "Character Control Skill" features, allowing you to configure control motion, edit control skills, and grant characters the abilities to control movement modes:

  1. Adds a "Control Motion Device" component to dynamic objects, allowing you to configure their controllable movement modes. This also supports setting up their grounding points, character follow points, collision behaviors, decoration movement, movement area restrictions, acceleration/deceleration, steering, and more.
  2. Adds the "Character Control Skill" tab under "Combat Preset > Skills" to create, edit, and manage skills that characters can cast while controlling object movement.
  3. Adds status effects related to "Control Motion Device" under "Combat Preset > Unit Status," which can be used to adjust the device's movement mode and parameters when active.
  4. Adds "Character Control Skill Node Graph" under "Client Node Graph Resource Explorer" to edit the specific effects of character skills cast while controlling object movement.
  5. Adds new nodes related to the Control Motion Device in "Miliastra Sandbox" for querying and editing objects bound to the device.
  6. Adds "Character Control Skill" and "Character Control Skill Node Graph" tabs under "Manage Asset Import/Export" for exporting skills and their associated node graphs.
  7. Adds new configurations for object cameras, allowing you to configure camera parameters when the control motion device is active, including camera FOV detection, viewpoint offset, view distance range, camera motion damping, and more.
Always Show Cursor

Adds the "Always Show Cursor" feature, providing cross-platform persistent cursor display, point-and-select capabilities, and editing functions for point-and-click gameplay:

  1. Adds "Cursor Configuration" to the "Player Template" under "Combat Preset > Player." This enables persistent cursor display settings for keyboard/mouse and controllers, with options to configure clickable layers, max selectable targets, and whether clicks penetrate UI controls.
  2. Adds the "Click to Release Skill" status effect, allowing you to configure skills that trigger when a player taps the screen on a mobile platform.
  3. Adds a "Cursor Collision Box" component to configure cursor-clickable collision zones for objects and characters, with support for controlling the activated state of specific collision boxes via nodes.
  4. Adds cursor-related nodes. Server node graphs now support setting persistent cursor display, cursor-selected targets, and whether clicks penetrate UI controls. Client node graphs now support retrieving cursor activation states, hit results, screen coordinates, viewport coordinates, and coordinate conversion results.
Pre-Aim

Adds the "Skill Pre-Aim" feature, providing aim configuration support both before and during skill casting, and allowing you to query pre-aim results in the node graphs:

  1. Adds the "Enable Pre-Aim" configuration under the right-hand setting panel for "Instant Skill," "Normal Skill," and "Combo Skill" to set up pre-aim prior to skill casting. Once enabled, holding the skill input enters the pre-aim state, with the skill casting immediately upon release.
  2. Adds the "Skill Aim" status track to the animation editing for Normal Skills and Hold Skills. This supports triggering pre-aim during skill casting, which then triggers the corresponding character skill graph upon completion.
  3. Adds new Pre-Aim Configurations to support setting the maximum range, aiming area, target filter, pre-aim VFX, and range visuals. This can be used to achieve mechanics such as range indication, direction indication, and target selection.
  4. Adds a new Persistent VFX Tool under VFX Tools, alongside a new warning effect tailored for pre-aiming, which supports configuring pre-aiming visuals that change over time.
  5. Adds new pre-aim nodes to both "Character Skill Node Graph" and "Character Control Skill Node Graph" to retrieve data such as the pre-aim termination cause, duration, on-hit location, optimal valid target, and valid target list, as well as complete current pre-aim.
Color and Material

Adds "Color and Material" configurations to objects that enables appearance color customization for both objects and decorations. This supports richer object display information:

  1. Adds "Color and Material" configurations for objects and decorations, allowing you to customize model appearance colors and material effects.
  2. Adds "Set Model Color and Material" and "Get Model Color and Material" nodes to query and modify model colors and materials within node graphs.
  3. Adds a "Display Type" menu to view model size, collision, bounding boxes, and more.
White-Box Objects

Adds a batch of basic geometric objects under "Object Prefab > Dynamic Units > Other," including Cuboids, Spheres, Planes, Triangular Prisms, Pentagonal Prisms, Triangular Pyramids, Pentagonal Pyramids, Cylinders, Cones, Wireframe Cubes, and Wireframe Cylinders.

Array and Symmetry

Adds the "Array and Symmetry" feature to the right-click menu under "Object Placement," providing batch arrangement and mirrored placement features for objects:

  1. The "Array" feature supports grid and circular layouts with fully customizable placement settings.
  2. The "Symmetry" feature offers three mirroring placement modes: Point Symmetry, Axis Symmetry, and Plane Symmetry.
Subscribe to Creator

Adds the "Subscribe to Creator" module with features such as creator follows, subscription status queries, and stage update notifications:

  1. Adds a new server query node "Check Whether Player Has Subscribed" in "Miliastra Sandbox" to retrieve the author subscription status of a specified player.
  2. Adds a "Subscription Button" UI control under "UI Control Group Management" to initiate creator subscriptions in-game and display the current creator's subscription status.
  3. Adds an "Also Post Stage Updates" toggle when publishing a stage update. This allows you to control whether a notification is sent to subscribed players when a stage is updated.

New Features

Classic Mode & Beyond Mode
In-Game Editor
Terrain Editing

Adds a Color Selector to "Light Source Manager" and the "Light" component, allowing you to configure colors directly for light sources.

Prefab Library

Adds "Model Visibility Range & Precision" configurations under "Object Prefab," allowing you to configure multi-tier Level of Detail (LOD) visuals for objects, creations, and loots, while dynamically updates performance cost estimations.

Components

Adjusts the maximum cap for concurrent entities within a Collision Trigger's trigger range to 100.

Combat Presets
  1. Adds a "Component" tab under "Combat Presets > Custom Class" to optimize the configuration page structure for players and characters; character configurations like "Unit Status" have now been relocated to this tab.
  2. Expands the custom character skills under "Combat Preset > Skills" with three new animations: Claymore Parry, Sit, and Lie Down.
  3. Adds the Stellar-Conduct reaction to the "Monitor Elemental Reactions" effect within "Unit Status" under "Combat Presets."
Assets
  1. Adds a new batch of dynamic objects, static objects, and VFX assets.
  2. Adds a new batch of Complex Creation assets: Rock-Cavernous Wayob Manifestation, Flow-Inverted Wayob Manifestation, Swiftstep Seeker, Eremite Desert Clearwater, Eremite Axe Vanguard, Abyss Herald: Frost Fall, Abyss Lector: Violet Lightning, Slime (Anemo/Electro/Cryo/Hydro/Pyro/Geo/Dendro), Nobushi: Jintouban, Kairagi: Fiery Might, Kairagi: Dancing Thunder.
Other

Adds a new stage publishing status: "Publish Stage as Early Access" when publishing a new stage, allowing you to release your stage in phases. Once selected, the stage will be tagged as "Early Access," and its popularity, reviews, and player save data will carry over to the official release. When this feature is enabled, you must provide an "Early Access Description" in the stage preview info screen.

Fixes & Adjustments

July 9 Update
Classic Mode & Beyond Mode
In-Game Editor
  1. Fixes an issue whereby, when "Model > Color and Material" was enabled for an object with attached decorations, destroying and recreating the object would cause the decorations' custom colors to be lost.
  2. Fixes an issue in "Manage UI Control Groups > Floating Interaction Page" whereby, after assigning the Hold Skill mapping to a Custom Button, the skill's hold effects would not be triggered normally.
July 6 Update
Classic Mode & Beyond Mode
In-Game Editor

Fixes an issue whereby using the array/symmetry feature to create multiple selected objects that included stage entities would generate duplicate stage entities abnormally, preventing the stage save from being uploaded.

July 3 Update
Beyond Mode
In-Game Editor
UI Control Group Management

Fixes an issue whereby, after updating to Version Luna VIII, there was a chance that importing or editing stage saves from Version Luna VII or earlier would cause Unit Status bindings to be lost when the original "Class > Unit Status" settings were migrated to "Class > Components > Character Component > Unit Status."

July 1 Update
Classic Mode & Beyond Mode
In-Game Editor
UI Control Group Management
  1. Fixes an issue where the response duration configuration for "Custom Buttons" failed to take effect within the "Floating Interaction Page" of "UI Control Group Management."
  2. Fixes an issue in "UI Control Group Management" where copying an existing layout template and saving it as a new template caused the original template to be overwritten and lost.
  3. Fixes an issue in "UI Control Group Management" where enabling the "Sync Information to All Devices" toggle for "UI Animation" failed to synchronize the "Zoom Factor" to layouts on other devices.
  4. Fixes an issue where formal variables could not be inserted into "Dynamic Text Fields" under "Tabs" and "Single-Choice Windows" inside the "Floating Interaction Page" under "UI Control Group Management"
  5. Fixes an issue within "UI Control Group Management > Floating Interaction Page" where referencing images via formal variables caused the corresponding controls to flicker and stutter during gameplay.
Other

Fixes an issue during stage runtime where the "Toggle Entity Light Source" node failed to take effect on the corresponding entity after it was removed and recreated.

Version 7.0

https://www.hoyolab.com/article/46235023

New Modules

UI Control Group Optimization

This update optimizes how UI control groups handle variable transfer and custom variable selection, adding support for nested value retrieval from Asset Groups, dynamic image color settings, and data selection for more controls. Details are as follows:

  1. Variable selection for multiple UI controls now supports advanced data structures.
  2. In the middle-layer controls of editable Material groups, if an image control references an Asset Group with formal variables, it can now read the formal variable values assigned to the node.
  3. Dynamic image fill color settings have been added to the image configuration for the "Image" and "Text/Image Input Box" controls, applicable to dynamically referenced image sources.
  4. The "Status Display Area" and "Special Number" controls have been added to Classic Mode.
  5. Search and filter functions have been added to the control list, allowing you to quickly find items in Interface Layouts, Floating Interaction Pages, the Control Library, and the Asset Library.
  6. A new Monitor Mode option has been added to Special Number, with two modes available: "Monitor Specified Entity" and "Monitor Parent." When Monitor Mode is set to Monitor Parent, Special Number reads the stack count and remaining duration of the corresponding unit status on its parent, allowing this information to be displayed in the Status Display Area.
  7. Visual indicators for anchors and center points have been added to all controls. You can drag any of the four corners to adjust the anchor values, or drag the center point to reposition.
Rangefinding Line

A new "Rangefinding Line" feature has been added, allowing you to measure and mark distances in the editing scene. Details are as follows:

  1. "Add Rangefinding Line" and "Remove All" options have been added to the right-click menu, allowing you to create a Rangefinding Line or remove all existing Rangefinding Lines.
  2. Each Rangefinding Line consists of a start point and an end point. You can select and reposition either point, configure the scale, or use the right-click menu to copy the measured distance or delete the entire Rangefinding Line.
  3. A new "Always Show Rangefinding Lines" toggle has been added under "Edit Settings" in the Editor. It is enabled by default and controls whether Rangefinding Lines remain visible in the editing scene.

New Features

Classic Mode & Beyond Mode
In-Game Editor
Manage In-game Save

In "Manage In-game Save," the data size calculation method for in-game save templates has been adjusted to support larger save data.

Components

In Object Prefab and Combat Preset > Skills, the "Nameplate > Current Progress" and "Pre-Aim > Base Object > Specified Entity" options now support advanced data structure selection.

Combat Presets

Stellar Swirl has been added to the Monitor Elemental Reactions effect for Unit Status in Combat Presets.

Assets
  1. Adds a new batch of dynamic objects, static objects, and VFX assets.
  2. Adds a new batch of complex creation assets: Forest Boar, Abyss Herald: Wicked Torrents, Abyss Lector: Fathomless Flames, Gluttonous Yumkasaur Mountain King, Tepetlisaurus Warrior: Rockbreaker Blade, Gilded Sunshard: Frostnight Scion, Veiled Cloudchaser: Frostnight Scion, and Tangled Vines: Frostnight Scion.

Fixes & Adjustments

August 12 Update
Classic Mode & Beyond Mode
In-Game Editor
Object Placement

Fixes an issue in "Object Placement" where the dynamic object "Cylinder" was missing attachment point configuration.

Beyond Mode
In-Game Editor
Combat Presets
  1. Fixes an issue in "Combat Preset > Skills" whereby adjusting the camera while editing a skill could cause visual effects to flicker when obscured by the scene.
  2. Fixes an issue in "Combat Presets > Skills" where, after Pre-Aim was configured for a skill, weapons and summons from certain Basic Creations could interfere with target filtering during pre-aiming, causing the filter result to differ from the intended target.