Sunrise Studio

A Windows editor that browses, edits and builds Rainbow Six Seige content for Sunrise.

Warning

Studio is an alpha, and most of its edits may not work in game. One is checked: a scaled static object on pvp_sabre loads, draws, collides and culls. A feature known to be broken or only partly working carries a WIP tag in Studio. Hover the tag to see what is wrong.

Sunrise Studio is a Windows editor for the Rainbow Six Seige build that Sunrise runs. It reads the packages of the installed game directly, so the game does not need to run. Studio shows maps, missions and assets, keeps changes in a project, and builds the project into a Sunrise mod.

Start with Getting started, then read The interface.

What Studio can do

area

what Studio does

Browse

browse by category, such as items and enemies, each with its own viewer; dress guardians in armor; search any package entry by name or tag

Maps and missions

open a whole map or mission in 3D with the game’s own shaders

Placement

move, rotate and scale placed objects and groups of them; edit trigger bounds

Collision

view, export and edit static collision; add new shapes

Assets

read properties, references and bytes; edit fields Studio understands

Models

add static props from OBJ, glTF or Blender; replace a skinned model on an installed rig

Materials and textures

change texture slots and constants; import PNG and DDS images

Animation

play clips; edit dense control channels through glTF; animate an exotic weapon and its first-person arms in Blender

UI

edit CUI screens and bind their values to mod settings

Create

start new content as New or Clone from its category; pick or make each part

Items and vendors

edit stats, perks, perk behavior, sockets and prices; create items, exotic weapons and vendors from installed ones

Mission scripts

build and edit mission scripts as a node graph or as Lua

Audio

play, export and audition Wwise audio; replace a weapon’s sounds with WAV files

Live

follow a running game: its camera, map, objects and animation

Mods

build packages, install the project as a Sunrise mod, reload scripts in a running game

What Studio cannot do

  • Create a new map, activity, combatant, audio bank or animation clip from nothing.
  • Place a new object in a map. A new static prop is a standalone model.
  • Author shaders.
  • Write into the game’s packages folder. Inside the installation, Studio writes only into the Sunrise mods folder.
  • Run mission logic or reproduce the game’s lighting exactly.

Author map content shows the closest supported path for map work.

Main ideas

Installation

The installation is the game folder with Sunrise in it. Studio reads its packages, its Sunrise SDK files and the key and decoder files it needs. Studio never changes the installed packages.

Project

A project is a folder with a sunrise.project.json file. All changes live there. Without a project, Studio is view only. A project holds edits, not copies of game data.

Byte delta and object edit

Studio stores a change in one of two ways.

kind

holds

made by

object edit

new position, rotation, scale or trigger bounds for one world object

the placement editor, collision moves

byte delta

which bytes of an asset changed, as copy ranges and XOR masks

property edits, byte edits, imports, material and texture edits

Both are checked against the installed bytes. If the game files change, Studio refuses to build until the stale edit is reverted. How projects store edits has the detail.

Added asset

An added asset is a new package entry that the project owns, such as a new texture or a new item. Added assets go into new packages with an unused package ID.

Build

A build turns the project into package files and patches. Build packages writes them into the project’s build folder. It never touches the installation.

Install as mod

Build and install builds the project and installs it as a Sunrise mod in bin/x64/Sunrise/mods/<mod id>. Sunrise loads it at the next game start. Mods explains how Sunrise loads it.

Pages in this section

The pages come in three groups:

  • Start here: getting started and the interface.
  • Guides: one task each, as numbered steps.
  • How it works: the formats and the code behind Studio, for readers who want the detail.