An environment is the 3D scene where your digital twins come together. Drop in a UR7e, a table, four walls, and a wrist camera — and you have a programmable replica of your lab. Most environments mirror a real place (a cell, a warehouse, a workshop), but they don’t have to: a purely virtual scene works just as well for prototyping, training, and demos.Documentation Index
Fetch the complete documentation index at: https://docs.cyberwave.com/llms.txt
Use this file to discover all available pages before exploring further.
Why an environment?
Spatial context for every twin
Twins know where they are relative to each other, the floor, walls, and
props — so navigation, manipulation, and perception just work.
One scene, two realities
The same layout powers simulation and live hardware. No duplicate setup,
no drift.
A unit of collaboration
Share, comment, and review an environment like a doc — without giving away
write access.
Identified by a slug
Every environment gets a unique slug like
acme/envs/production-floor — see
the slug system.What you can do in an environment
| Capability | What it does | Learn more |
|---|---|---|
| Add twins and organize them | Drop in robots, sensors, and objects from the catalog, then drag, snap, reparent, and reorder them. | Environment Editor |
| Add primitives | One-click cameras, lidars, and common props by short alias (camera, lidar). | Adding primitives |
| Start from a template | Clone a pre-built scene (assets, twins, controller policies, tags) with one click. | Environment templates |
| Save and copy | File → Make a copy duplicates the scene and all of its twins; lineage is stored in metadata. | Clone an environment |
| Add waypoints | Author named points in 3D for mission-style workflows — “go to charger”, “inspect rack B”. | Waypoint schema |
| Add areas | Draw polygon zones that gate locomotion and perception — keep-out zones, lanes, spatial filters for cameras. | Spatial filter node |
| Add notes for teammates | Annotate the scene so the next operator knows why the camera is tilted 12°. | Environment Editor |
| Edit with an agent | Launch the Editor Agent from Edit → Editor Agent and let it call Cyberwave MCP tools on your behalf. | Start the agent from Edit |
Simulate it or wire it to real hardware
An environment is the same artifact in both worlds — you just switch modes.Simulate
Run Playground physics in the browser for quick checks, or export to
MuJoCo in one click for full contact-rich physics, RL training, and
policy evaluation.
Go Live
Flip to Live mode and the scene becomes a window into your real cell —
camera streams, joint states, edge-device health, and teleoperation all in
place.
Replay the whole environment
Recordings aren’t just per-twin clips — an environment replays as a single timeline. Scrub the playhead and every camera, every robot pose, every point cloud rewinds together. Imagine watching the 2D map of your warehouse next to the wrist-camera video, both perfectly aligned.Recording replay
Signed-URL playback for MP4 video, parquet telemetry, and FlatBuffer point
clouds — no inlining, range-requested on demand.
Workflow executions
Browse every workflow run bound to this environment, with trigger data,
errors, and per-node executions.
Sharing and access control
Environments are first-class shareable objects — same model as the rest of Cyberwave.- Workspace roles (Viewer, Editor, Admin) cascade automatically — most teams configure this once.
- Per-environment overrides let you grant or restrict access for a single scene.
- Read-only and comment-only link shares are perfect for stakeholder demos and async review without handing out edit rights.
What to read next
Environment Editor reference
Every panel, shortcut, and quick action in the 3D editor.
Live teleoperation
Drive the real robots that live in your environment from anywhere.
Hello Robot
Build your first environment with a twin and a controller in 5 minutes.