Users can now navigate between different scenes, each with its own setting, rules, content, and layout. Each scene is designed to be editable in real time and, above all, reusable, with configurations saved in the cloud. But the big news is that, for the first time, whatever is placed in the mixed space—assets, objects, elements—remains saved and synchronized even when restarting, making the experience persistent and shared.
Multiplayer allows multiple users to be in the same scene and see objects in the same position, paving the way for multi-user collaborations, games, and interactive exhibitions. It is the first concrete step towards a collective XR space.
The release has been live for a few days, and we are now in an active observation phase: we want to understand how people will use these tools, what kind of content they will create, and where this new form of augmented digital presence will take us. Chapter 13 – Securing and scaling the backend with KNOBSWith the third release finally online, it was time to tackle a crucial issue: securing the backend. Until then, the code had been written in a progressive and functional way, often following the flow of creative needs and continuous testing. Although the structure was sound, it was clear that targeted technical intervention was needed to ensure reliability and scalability.
This is where KNOBS came into play, working to make specific corrections to the existing code with the aim of consolidating what was already working, while protecting it from future problems.
The priorities were clear: protection of API keys, improved access security, centralized management of sensitive variables, and above all, the preparation of a more solid structure to be able to test updates safely and accommodate a growing number of users and content.

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