Dicey Table

Lifting Content Out of a Pack

Sometimes you do not want a whole pack. You want that room, out of a game somebody published. Or that table, out of a Table pack whose seat ring is right but whose model is not. Or two dice out of a set of forty.

Lift out does that. It is on the Room and Table rows of the Game Editor's hierarchy (/editor/game/{id}), under Lift out of a published pack; the prefab version is Copy into this project in the Asset pack browser.

It is the Game Editor's only. Lifting content out is composition, and a Room pack, a Table pack or an Asset pack has nothing to compose into.

What it does#

Pick a published pack, and its content is copied into your project. Then the link is cut — completely. There is no pin, no dependency, and nothing upstream can reach you afterwards. That is the difference between lifting out and assigning: an assignment is a live relationship you can update, and a lift-out is a copy you now own and maintain.

You can lift out of any published pack that contains the thing you want, not only packs that are it:

Source What you can take
Room pack its room
Table pack its table (the seat ring)
Game pack its room, its table, or its prefabs
Asset pack its prefabs

A Game pack is the interesting one. It can never be assigned as your room — that is not what a game pack is — but it has a room inside it, and this is how you get at it.

The pack is read at the exact commit its published version resolved to, so what you get is what that build ships, not whatever is on the author's branch today.

Nothing happens until you have read what it drops#

Every lift-out goes through the same review step as Extract and Detach & vendor: a list of everything that will not come across, shown before you confirm. Nothing is written to your project until you press the button in that dialog.

For a room, nothing is dropped — a room and its environment are both things a game scene can hold, so it arrives whole.

For a table, the seat ring comes across and the pack's model, colliders, trigger volumes, play-surface metrics and budget do not. Those live on the Table pack document, and a game has nowhere to put them: the play-surface height has exactly one owner, and a game holding a second copy would make two players compute different drag targets. Your table falls back to the built-in default until you assign another Table pack.

A warning you will meet and should expect. If a Room pack is still assigned to your game, the assignment wins when the scene is composed — so a room you lifted out would be written into your project and then be invisible at the table. The review says so rather than refusing, because "lift it out now, unassign later" is a reasonable order of work. Use Remove on the same row when you are ready.

The lift-out is recorded#

This is the part that matters, and it is not optional.

Normally your listing credits a pack because your manifest depends on it — the credit is derived from the dependency, so there is no field anyone can forget to fill in. A lift-out cuts that dependency on purpose. Without something else, the copied content would be indistinguishable from work you did yourself.

So every lift-out writes an entry to attribution/lift-outs.json in your project:

{
  "version": 1,
  "liftOuts": [
    {
      "packId": "acme.rooms",
      "version": "1.2.0",
      "commitSha": "a1b2c3d4e5f6",
      "packName": "Noir Parlour",
      "repository": "https://github.com/acme/rooms",
      "license": "CC-BY-4.0",
      "subject": "room",
      "items": ["room"],
      "liftedAt": "2026-08-20T10:00:00.000Z"
    }
  ]
}

It names the exact build, the licence, the repository, and what you took — the prefab ids, not a count, because "three prefabs from acme.dice" is not something a reader can check.

The file is an ordinary part of your project. It is saved with your draft, published to your repository like any other file, and read back when you re-open the project — the Lifted out from list on the Room and Table rows is read off the file, not remembered. Lifting the same thing twice updates one entry rather than adding a second; lifting from a different version adds a row, because that credits a different build and both are true.

Copying does not remove the licence. The pack's terms still apply to the copy — what a lift-out replaces is the automatic credit, not the obligation.

Updating something you lifted out#

You cannot. That is the trade.

A lifted-out room is your room now: if the original author fixes their lighting, you will not get the fix, because there is no longer anything connecting the two. If you want the author's ongoing work, reference or assign the pack instead — and see Updating a referenced pack for what an update then looks like.

See also#