How to manual build .fxworld files

I’ve been testing the map editor for a while and I noticed that it uses a different type of map than codewalker. It loads the object on the client by comparing the distance between the player and the entity.

I looked on GitHub but couldn’t find it, so I’m asking for help.
Where is the build script that turns .fxworld into .js?

WorldEditorMapCompiler, I guess. Why?

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Really thanks! I’m working on “base builder” and making something like fxDK to load entities.
:heart: