First-person mode for the Pascal editor. Put your boots on, walk the job, and work the punch list from the ground.
Bones shows you what the house is made of. Boots puts you in it — eye height, WASD, pointer lock — the way you'd actually walk a jobsite: clipboard in hand, cones on the floor.
- Jump in — one button. Full screen, pointer lock, standing in the building you were just editing. Stay first person or press
Tabfor a Fortnite-style shoulder camera and your local Pascaline avatar. - Play — break the walls, shatter the glass. Peaceful until you gear up at the table: grab a gun and a five-second countdown starts at the top of the screen — They heard you — then HERE THEY COME, and they keep coming in waves. You can't die — you get staggered: red screen, pounding heart, the machines backing off while you shake it off and get back up.
- Build — slot
4/B: cycle pieces withQ, hold click to place a run,Uto undo, andGto throw a grenade. Pieces snap to what you've placed — walls chain and stack (look up to go up), floors tile and cap wall tops (build a box of walls, roof it with floors), ramps land on floor edges and climb to wall tops. When you're done playing, keep what you built — walls become real editor walls — or discard it all. - Furnish — press
Ifor the live item catalog. Place furniture on floors, counters, shelves, or other suitable surfaces;Rrotates andLlifts a placed object so it can be moved without crossing blocking geometry. - Drive — enter the Cybertruck with
E. Its supply trailer closes for travel, follows through an articulated hitch, and reopens when you get out. - Share the site — collaborators see interpolated Pascalines, builds, items, damage, shots, the convoy, and spatial voice over the host project bus. Editor-view spectators see the small live characters moving through the building.
Escexits, and the editor is exactly as you left it.boots:job— a punch-list cone node kind (fix / paint / install / clean / inspect, open/done), groundwork for the loop below.
Editing, in first person, with game feel:
- Punch list — post job cones where work is needed, see them from the ground, check them off as you go.
- Work the cone — walk up to a job marker and do the work right there: swap the fixture, paint the wall, straighten the door.
- Tool belt — a hotbar of editor tools usable from first person (point at a wall, click, it's patched).
- Real collisions — capsule-vs-scene so you walk through doorways, not walls (BVH against the meshes you're editing).
- Grab & carry — pick up furniture and set it down where it belongs.
- Co-op — walk the job with the crew.
See docs/RESEARCH.md for the open-source three.js groundwork this builds on.
Not on npm — and that's deliberate. Boots only runs inside the Pascal editor: players just enable it from the Plugins panel at editor.pascal.app; host apps consume it pinned straight from this repo (
github:pascalorg/plugin-boots#<sha>).
Boots is a standard Pascal editor plugin — raw TypeScript, peer-deps on @pascal-app/core|editor|viewer.
bun install
bun test
bun run check-typesHost wiring follows the plugin guide: pin the package, add it to transpilePackages, extendPluginDiscovery(async () => [bootsPlugin]), registerEditorHostPanel(bootsHostPanel). Ships defaultInstalled: false — users enable it per scene from the Plugins panel.
MIT

