Studio's Model workspace provides visual views for process structure and world environments.

Model views

View Purpose Main creation action
Process Review authored tasks, assignments, dependencies, and linked Changes handlers. New task
Objects Review and edit authored objects. Add object
Physical Draw and edit physical locations. New location
Digital Edit digital locations, objects, and connections. New location, New object
Displays Edit displays and interface elements. New display, New element

These views update Starting State. Use Starting State reference pages for the canonical field meanings.

Edit the physical layout

  1. Open Model.
  2. Select Physical.
  3. Select New location.
  4. Draw the location on the canvas.
  5. Edit it in Physical properties.

Use the canvas controls Zoom In, Zoom Out, and Zoom to Fit. The Options section controls snapping, tolerance, scrolling, and object visibility.

Studio writes the physical layout to simulation.world.layout. The layout rendering reference owns coordinate and shape behavior.

Inspect resolved physical state

  1. Open Physical.
  2. Use Play or the Time scrubber.
  3. Watch authored object artwork move between authored locations.
  4. Inspect object state through its image, emoji fallback, and current clock state.

For WorkSpec 2.2, the Physical view prefers the player's runtime snapshot. Authored move() and set() effects therefore update visible authored objects.

Studio does not provide a separate physical simulation engine. It projects resolved runtime state into the existing physical editor.

Use object artwork

An authored object can resolve artwork from its State Library, appearance, and current semantic state. Studio uses an emoji when no asset resolves.

Configure mappings in Assets. See Assets and State Libraries for the UI workflow.

The state visuals reference owns lookup behavior. The SVG renderer reference owns standalone renderer output.

Inspect other environments

Use Digital for digital locations and objects. Use Displays for authored interface layouts.

Each environment keeps its own canvas selection and property panel. The application clock still marks visible entities by temporal state.