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Editor manual

Use Create a project before this guide. The native editor separates the authored scene from the isolated Play runtime. You can dock panels; View > Reset dock layout restores the default arrangement and View > Open … restores closed panels.

Focused editor guides

Use Editor overview for step-by-step guides to hierarchy, Explorer, Inspector, viewport tools, cameras/lighting and Playtesting.

Project Manager

New project creates a project from a template, Import… registers an existing project, and Open project launches its editor. Settings shows optional language tools; Diagnostics helps investigate launch errors. Removing a project card is different from deleting its files.

Scene hierarchy, Explorer and Inspector

AreaPractical task
Project > SceneSelect objects, arrange their parent hierarchy, and use + Add to create a Folder, camera, light or built-in primitive.
Project > ExplorerBrowse project files, script assets and imported models. Filesystem drag moves do not update script registrations or companion metadata; maintain references and sidecars explicitly. See Explorer and assets.
InspectorEdit the selected object’s name, transform, primitive parameters, attributes, camera/light settings and script attachments.
ConsoleRead editor/runtime messages and source diagnostics. Copy copies output; Clear clears the visible log. Click a source location to open the external editor.

A folder organizes hierarchy; a primitive is renderable geometry. A script component connects an asset to an object; the same script can have separate state on different objects. Use + Add Component to attach an existing behavior rather than editing scene data by hand. Public properties must be declared with compatible types; see Public properties.

Viewport navigation

These controls apply to the 3D authoring viewport when hovered or focused. Click it to take keyboard focus back from an Inspector or Explorer text field. Navigation pauses when the editor window loses focus; stop Play to move the authoring camera.

ControlAction
F / Frame (F)Frame the selected object.
Home / Reset (Home)Reset the editor camera.
Mouse wheelDolly toward/away from the scene.
Middle-button dragOrbit; Shift + middle drag pans.
Right-button dragOrbit the view.
WASDFly the authoring view.
Q / EPan horizontally.

The toolbar selects transform operations; Inspector provides numeric edits for precise values. The authoring view is independent of the scene camera. Select a camera and use Align to editor view to match it to your current composition. Cameras look along local +Z; lights of directional/spot type shine along local +Z too.

Basic modelling and properties

Use Project > Scene > + Add for primitives, then edit dimensions/segments in Inspector. Transform scale multiplies primitive dimensions. Anchored prevents simulated gravity and Can collide enables primitive solid response when both objects enable it. CanTouch is stored but does not dispatch touch events.

Boolean/negation and mesh separation tools are not exposed by the inspected editor. Do not confuse parenting, primitive generation or physics box intersections with a mesh Boolean workflow. Preserve source models and use external modelling software for operations absent from this build.

Assets and file management

Keep project assets inside assets/ and script source inside the language-appropriate directories. The import pipeline generates .rmeta sidecars with stable IDs and derived artifacts; preserve sidecars when moving assets. Supported model paths in runtime instancing include OBJ, glTF, GLB and FBX. glTF dependencies must remain inside the permitted asset tree. Use Scene objects and Asset pipeline for path and validation details.

Explorer supports model-file workflows; this guide does not assume a generic Import model wizard or a texture-to-material drag operation is available. Adding a model file is different from Project Manager’s Import project. Imported meshes currently need a separate primitive collision proxy.

Materials, lighting and cameras

Primitive Color is editable in Inspector. Environment settings control a 2:1 sky panorama, ambient/sun lighting and haze; use Sky and atmosphere. Point, directional and spot light controls are covered in Cameras and lights. The inspected editor states that shadow casting is not supported and limits scenes to 32 lights.

For animation, follow Imported animation and the Animation reference. Script-driven playback and blending do not establish a complete visual animation timeline editor.

Scene management and saving

The first project opens a default scene. Use File > Save scene after authoring edits. File > Game Settings… includes Autosave scene; save settings explicitly. Generated cache files are not substitutes for saved scene/source assets. Current scene paths use scene/{name}.scene; legacy scenes/*.rscene files remain supported and saved in place. See Scene System for migration and recovery.

Playtesting and debugging

Play, Pause/Resume, Frame Advance, New Window, Standalone, and Stop are playtesting controls. Read-only runtime values may be inspected during Play. Stop opens a review of changed authoring properties when applicable; Discard keeps the authored scene and applying changes is explicit/undoable. Read Playtesting and publishing before interpreting Standalone as export.

Follow Your first playable scene for exact object, camera, script and physics setup. No new screenshots are included: this audit has no verified capture of the native editor.