Battlefield 6 Portal Book
Battlefield 6 Portal Experience Creation Handbook
A guide and reference for building BF6 Portal experiences with Experience Builder, Portal Custom, the Godot SDK, TypeScript SDK, official samples, publishing, and operations.
This book is written primarily in Japanese. The English and Chinese (Simplified/Traditional) versions are machine translated, so some wording may differ from the intended meaning.

Contents
- Chapter 0: About this bookThis book is for people who want to try making something interesting in Battlefield 6 Portal. It explains the basics of using the editor and the systems uniq...
- Chapter 1: What is Battlefield Portal?When people hear the Battlefield series, many think of the realism of the war experience that runs throughout the series: massive battlefields, squad-based c...
- Chapter 2: How to Use Portal Builder and Design ThinkingThis book calls it "Portal Builder", but the official name is "Battlefield Portal Experience Builder".
- Chapter 3: Environment Setup for Portal CustomIn this chapter, you will prepare the tools needed for the chapters that follow. Without these steps, you will not be able to develop a Portal Custom experie...
- Chapter 4: Practical Map Editor Guide (Placement and Linking)In this chapter, we will organize where placeable objects come from, what can be placed on each map, and which objects matter for gameplay. We will match the...
- Chapter 5: Introduction to Rule Design (Think Before Making Placements Move)The objects placed on the map in Chapter 4 now have placement positions and addresses for calling them IDs. However, who gives the signal, which address rece...
- Chapter 6: Creating Your Own Mode with ScriptsThe code in this chapter is a minimal example for understanding the Portal SDK's TypeScript API. Before publishing for real, always test it on localhost and...
- Chapter 7: A Small Design for Keeping Things TidyIn Chapter 6, you got the minimum loop of "press - marker - arrival - light and sound" running in TypeScript. Once you start adding more features, similar pi...
- Chapter 8: Visuals and Presentation: Mastering UI, SFX, and FXIn Chapter 7, we split the code into small boxes so message display and marker updates could be called cleanly. But code that runs is not enough by itself. P...
- Chapter 8.5: Building Checkpoint Rush Up to Pre-PublishBy the end of Chapter 8, we have covered placement, IDs, rule design, TypeScript, UI, SFX, and FX. But when those ideas are split across chapters, it can sti...
- Chapter 9: Publishing, Hosting, and OperationsIn Chapter 8, we organized how to use messages, WorldIcon, SFX, and FX so players can understand the next action and feel successful feedback. But even if th...
- Chapter 9.5: Build Portal Code by Giving AI the Situation and LogsIn Chapter 9, we organized the operation procedure for publishing, explaining, and updating a finished experience without breaking it. But when you fix bugs...
- Chapter 10: The Future of Portal: Where Battlefield Creativity Goes NextIn Chapter 9, we organized publishing and operation. In Chapter 9.5, we covered how to give AI the situation and logs so it can help with fixes and implement...
- Appendix A-2: Actions and Value Retrieval (Basic Operations)Here, the functions called from mod. are arranged by purpose. Some names are similar to Portal's block names, but TypeScript has strict types, so you need to...
- Appendix A-3: Actions and Value Retrieval (UI, References, and Values)This appendix covers functions for UI, notifications, and scoreboards, frequently used types, implementation notes, and minimal templates. For basic operatio...
- Appendix A-1: Event ListThis appendix lists the events and actions available in BF6 Portal TypeScript based on the mod namespace of the official SDK code/types/mod/index.d.ts. The r...
- Appendix B: Introduction: How to Read the Official SamplesThe SDK includes official samples. If you start by reading a large sample, the UI, AI, vehicles, and state management will appear all at once, which can be c...
- Appendix B: Sample Program Commentary “AcePursuit (Race/Time Survival)”AcePursuit is a sample of race/time survival using aircraft.
- Appendix B: Sample Program Commentary “_StartHere_BasicTemplate (basic form to read first)”StartHereBasicTemplate is a minimal template that shows the entry points of Portal TypeScript.
- Appendix B: Sample Program Commentary “BumperCars (vehicle minigame)”BumperCars is an example of a small mini-game using vehicles.
- Appendix B: Sample Program Commentary “CustomCQ (Custom Conquest)”CustomCQ is a large Conquest-style Portal template. Read it as a near-complete mode that combines maps, CapturePoints, AreaTriggers, AI, vehicles, UI, scoreb...
- Appendix B: Sample Program Commentary “FixedCameraExample (Fixed camera and UI button)”FixedCameraExample is a sample that switches FixedCamera placed in Godot from the UI button.
- Appendix B: Sample Program Commentary “Gibraltar Grandprix (ground race)”GibraltarGrandprix is a checkpoint-based ground race sample. As a Grand Prix format set in Gibraltar, you can check checkpoints, vehicles, ranking UI, and co...
- Appendix B: Sample Program Commentary “GolmudTrainExample (train control)”GolmudTrainExample controls the train on Railway to Golmud MPGolmudRailway from Portal script. This is not ordinary object movement. Read it as an example of...
- Appendix B: Sample Program Commentary “HybridExample (mixing blocks and TypeScript)”HybridExample shows how to call TypeScript functions from Portal blocks. It is useful when you want to keep existing block logic but move only awkward parts,...
- Appendix B: Sample Program Commentary “NightModeExample (night effects and NVG)”NightModeExample switches a night-time presentation for players who enter an area on the map. It combines ScreenEffects.Night, NVG equipment, SFX, and VFX, s...
- Appendix B: Sample Program Commentary “PortalGadgetExample (dedicated gadget input)”PortalGadgetExample is a sample that allows the player to have a Portal Gadget and receives input such as aiming, shooting, and laser switching using a script.
- Appendix B: Sample Program Commentary “VL7Example (gas cloud and screen effect)”VL7Example is a sample that combines VL7Cloud, ScreenEffect, SoldierEffect, and WorldIcon to switch the gas cloud effect.
- Appendix C: modlib Guide: Helper Library for Making the SDK Easier to Usemodlib is an auxiliary library for TypeScript shipped with the BF6 Portal SDK. The location is code/modlib/index.ts.