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Install Feather 2

Feather 2 is in preview and is built from source. One Cargo workspace produces three programs: the editor, the standalone game player and a command-line tool for automation.

Requirement Notes
Rust 1.89 or newer The crate declares rust-version = "1.89" and uses the 2024 edition
Platform build tools On macOS, install the Xcode Command Line Tools (xcode-select --install)
Python 3 Only for the packaging and example build scripts
  1. Clone the engine repository and open a terminal in its root folder.

  2. Start the editor:

    Terminal window
    cargo run --bin feather-editor
  3. The first build compiles every dependency and takes a while. Later builds are incremental.

The editor opens the included Shred & Sort starter. It is a template: Save asks you for a destination, so your own copy never overwrites the example. Use File → New project… to start from an empty scene instead.

To open a specific project:

Terminal window
cargo run --bin feather-editor -- --project examples/paper-shredder/project.feather.json
Binary What it is
feather-editor The editor. The default target for cargo run
feather-player The standalone game runtime, without editor features. Exported games ship with it
feather-cli The JSON command runner and MCP server used by scripts and AI agents

Build all three at once with cargo build. The binaries are written to target/debug/.

Option Effect
PROJECT Open a .feather or .feather.json project given as a bare path. This is how Windows and Linux open a double-clicked project file
--project FILE Open a saved project
--new Start with a new, empty project
--panel NAME Open a tool panel on launch, for example code, blueprint, landscape, prefab, ai, navigation, material-graph or automation
--workspace DIR --automation FILE Enable a live automation session for AI tools; see MCP setup
--check Validate the project, print a summary and exit without opening a window
--export Build the game for this computer into an exports/ folder and exit: in the engine repository from a source checkout, or in the Feather data folder from the app. See Build a game
--screenshot PNG Capture the editor window once the scene has loaded, then exit

For example, to validate a project without opening a window:

Terminal window
cargo run --bin feather-editor -- --project examples/paper-shredder/project.feather.json --check

On macOS you can package the editor as a Finder application:

Terminal window
python3 scripts/package_macos.py
open "dist/Feather v2.app"

The script builds all three programs and assembles dist/Feather v2.app:

Location in the bundle Contents
Contents/MacOS/feather-editor The editor
Contents/MacOS/feather-cli The automation CLI, ready for MCP client configuration
Contents/Resources/feather-player The player used by Build for macOS games
Contents/Resources/ The Shred & Sort and Fluid Playground examples

The bundle is ad-hoc signed for local use. It is a development build for your Mac’s architecture, not a signed or notarised installer. A source-checkout editor builds the player with Cargo when you build a game; the app uses the player inside its bundle instead.

The app registers the .feather project type with Finder, so double-clicking a project opens it in the editor, whether or not the editor is already running.

Feather keeps its working data outside your projects: the imported-asset cache, the converted model library, thumbnails, crash reports and recovery autosaves.

Platform Location
macOS ~/Library/Application Support/Feather v2/
Windows %LOCALAPPDATA%/Feather v2/
Linux ${XDG_DATA_HOME:-$HOME/.local/share}/feather-v2/

If the editor closes unexpectedly, it offers to restore the recovery autosave the next time it starts.