Docs & help

Everything you need
to build your first world.

Guides for the editor, publishing, the CLI and the A-Frame underneath — plus troubleshooting and a direct line to the team. Start with the quick start and you will have a live link in five minutes.

Nothing matches that yet. Ask us — we will answer and add it here.

These docs are in beta and growing with the product. Missing something? Ask us — we answer, and then we write it down.

Get started

Quick start

Five minutes from nothing to a link you can open on a headset.

  1. Start building — sign in with your email and a one-time code; your dashboard opens.
  2. Start a new scene, or remix a template.
  3. Drag a few objects from the Library onto the grid.
  4. Pick a sky under Light.
  5. Press Publish and open the link on your phone or headset.

Get started

Accounts and sign-in

Click Start building or Log in. If you are not signed in yet, you enter your email and the one-time code we send you — no password — and land straight in your AllegoryXR dashboard. Next time, the same buttons take you straight in.

The CLI and MCP connections sign in with your Allegory account in the browser, so there are no API keys to manage.

Get started

Plans and billing during beta

Every plan is free while AllegoryXR is in beta. When we leave beta you get advance notice and a grace period before anything bills.

If you move to a smaller plan later, nothing is deleted: scenes over the plan’s published limit are unpublished, and you can republish them when you upgrade. See Pricing.

Get started

The editor at a glance

The editor has three columns. On the left, the scene graph lists every entity in your scene and the library of things you can add. In the middle is the live 3D viewport — what you see is what visitors get. On the right, the inspector edits whatever is selected: transform, material and geometry.

Use Move, Rotate and Scale to place things, and Enter VR at any time to check the scene from inside.

Build

Objects and models

Primitives (box, sphere, cone, cylinder, torus), props, lights and sound all live in the library. Everything snaps to a metric grid — one square is one metre — so scale is real the moment you step inside.

Bring your own models as GLB or GLTF files. Keep them light: a few megabytes and a sensible polygon count load quickly on a standalone headset.

Build

Materials

Every surface has a physically based material: colour, metalness and roughness. Low roughness gives a polished, reflective finish; high roughness looks matte.

Build

Light and sky

Pick a sky preset — studio, daylight, golden hour, dusk or night — and the whole scene relights. Then fine-tune: aim the sun, soften the shadows, add fog, and adjust exposure.

Try it on the live Lighthouse Cove scene: the lighting buttons there do the same thing.

Build

Interactions

Interactions are rules: when something happens, do something. Triggers include click, gaze and entering a zone; actions include playing a sound, highlighting, opening a door and jumping to another scene.

Rules work the same on a headset, a phone and a desktop browser — a gaze on a headset and a tap on a phone fire the same trigger.

Build

Physics

Turn on gravity and collisions per object. Physics objects fall, stack and knock into each other; everything else stays exactly where you put it.

Share

Publish and share

Publishing turns your scene into a URL. Anyone with the link can open it in a browser; on a headset they tap Enter VR and step inside. Republish after edits and the link stays the same.

  • Public link — anyone with the link can enter.
  • Visit together — walk the scene with others, live.
  • Require store login — only signed-in customers of your Shopify store can enter.

For headset and phone tips, see Download.

Share

Headsets, phones and laptops

Every published scene is a link, so it opens anywhere with a modern browser:

  • Headsets — open the link in the Meta Quest Browser or Safari on Apple Vision Pro and tap Enter VR.
  • Phones and tablets — scenes open in 3D; drag or move the phone to look around. Enter VR needs a browser with WebXR, which Safari on iPhone does not have.
  • Laptops and desktops — explore with mouse and keyboard.

To pin AllegoryXR like an app, follow the steps on Download.

Code & AI

Export to A-Frame HTML

Every scene is standard A-Frame markup. Export it to get a single HTML file you can open locally, host anywhere, or keep editing by hand.

lighthouse-cove.html
<!doctype html>
<html>
  <head>
    <script src="https://aframe.io/releases/1.7.1/aframe.min.js"></script>
  </head>
  <body>
    <a-scene>
      <a-box color="#F98A1F" position="0 1 -3"></a-box>
      <a-sphere color="#2E63E7" radius="1.2" position="2 1.2 -4"></a-sphere>
      <a-light type="ambient" intensity="0.6"></a-light>
      <a-sky color="#131120"></a-sky>
    </a-scene>
  </body>
</html>

Code & AI

Custom components

When the built-in behaviours are not enough, drop in any A-Frame component. A component is a small piece of JavaScript registered with AFRAME.registerComponent and attached to an entity as an attribute.

bob.js
AFRAME.registerComponent('bob', {
  schema: { height: { default: 0.2 }, speed: { default: 1 } },
  init() { this.y = this.el.object3D.position.y; },
  tick(time) {
    const t = time / 1000 * this.data.speed;
    this.el.object3D.position.y = this.y + Math.sin(t) * this.data.height;
  }
});

<!-- then: <a-box bob="height: 0.3"></a-box> -->

Code & AI

Working with AI assistants

Because scenes are plain HTML, AI assistants are good at helping. Some prompts that work well:

  • “Write an A-Frame component that makes an entity bob up and down.”
  • “Here is my exported scene. Explain what each entity does.”
  • “Suggest lighting settings for a cosy evening room.”

Paste components into your scene as custom components.

Agents can also work on your scenes directly — through the CLI or the MCP server. See the AI Agents & CLI page.

Code & AI

Using the CLI

The Allegory CLI builds and manages your scenes from any terminal — for you, or for a coding agent. It needs Node 20 or later and has no dependencies.

Sign in. allegory login prints a link and a code. Open the link in any browser, on any machine, and approve; this works over ssh and in containers (--no-browser stops it opening one). allegory whoami shows who you are; allegory logout revokes the token.

Accounts. Every command runs against one of your Allegory accounts. allegory accounts lists them with your role; allegory use "Acme Studio" sets the default, or pass --account 12 once.

Commands are allegory <resource> <action>: scenes, entities, components, scripts, activity and account. The list comes from AllegoryXR itself, so allegory help always shows what your account can run today. Add --json for machine-readable output.

Deleting asks you to type the name or id first; in scripts and agents it is refused unless you pass --yes. Deleting needs the owner or an admin role.

Full reference: allegoryxr on npm.

Terminal
npm install -g allegoryxr
allegory login
allegory scenes list --search mars
allegory scenes show 42
allegory help

Code & AI

Edit scene scripts locally

A scene’s code — its HTML, JavaScript and CSS scripts — can be edited in your own editor. allegory scripts pull writes one file per script into a folder named after the scene; allegory scripts push sends back only the files you changed.

  • Conflicts: if a script changed on the server since you pulled, push skips it and tells you. Pull again to see their change, merge, then push. --force overwrites.
  • New files become new scripts. Attach new JavaScript to an entity as you push it: --attach wobble.js=12.
  • Deleting a file does not delete the script; push lists it as missing.
  • --dry-run prints the plan and sends nothing.
Terminal
allegory scripts pull scene_abc123
cd mars-base
# edit spin.js …
allegory scripts push --dry-run
allegory scripts push

Code & AI

Connect an AI agent (MCP)

AllegoryXR is also an MCP server, with one tool per CLI command, at https://app.allegoryxr.com/mcp (Streamable HTTP, OAuth sign-in in the browser).

  • Claude Code: run the command below.
  • Claude Desktop and claude.ai: Settings → Connectors → Add custom connector, with the URL above.
  • Clients that only speak stdio: use npx -y mcp-remote https://app.allegoryxr.com/mcp as the command.

allegory mcp prints these instructions any time. Every change an agent makes appears in the activity log (allegory activity list).

Terminal
claude mcp add --transport http allegory https://app.allegoryxr.com/mcp

Help

Troubleshooting

There is no Enter VR button. The browser does not support WebXR. On a headset use the Meta Quest Browser or Safari on Vision Pro. Phones still show the scene in 3D.

A scene is slow on a headset. Standalone headsets have phone-class hardware. Use lighter GLB models (a few megabytes each), fewer shadow-casting lights, and fewer very large textures.

A model will not import. Use GLB or GLTF. GLB keeps textures inside one file, so nothing goes missing on upload.

The CLI says I am not signed in. Your sign-in expired or was revoked. Run allegory login again; allegory whoami checks who you are.

The CLI asks which account to use. You belong to several. Pick one with allegory use or pass --account.

My published link shows an old version. Publish again after editing — the link stays the same — and refresh the page on the device.

Help

Getting help

We are real people at Pasilobus. Send us a message and include your scene link, your device and browser, and what you expected to happen.

Every question we answer becomes part of these docs.

Build your first world today.

Free while in beta — no card required.