Editor overview
The Rustic editor is a native application for authoring scenes and running gameplay. Docs v0.1 is the documentation edition; it is separate from Script API 1.0/1.1. Start with an installed editor and runtime, or follow the source setup if you are building Rustic yourself.
Open and save a project
Prerequisites: a working desktop graphics session and a writable project location.
- In Project Manager, choose New project, enter a name and location, choose a template, then Create project. For an existing project, choose Import…, select its location, and Import project.
- Choose Open project. The editor shows the project name in the toolbar. A locked project may open read-only; the READ ONLY indicator means authoring changes cannot be saved.
- Use the Project panel's Scene tab for objects and Explorer tab for files. Select an object to show its properties in Inspector.
- Save with File → Save scene. Check Console for
Scene saved transactionallyor a save error. Game Settings exposes autosave; when enabled, changed scenes are saved automatically, with a periodic save check at 30 seconds.
Expected result: your project opens with its scene, and a successful save persists authored changes. Save explicitly before closing or copying a project.
Layout, panels and toolbar
The workspace includes 3D/2D viewports, Game Project Explorer, Inspector and Console. Drag panel tabs to change docking. View → Reset dock layout restores the default dock arrangement. View can open a missing 3D or 2D viewport and offers Inspector on native viewport. Workspace preferences persist, but this does not promise that every arbitrary dock geometry survives reopening.
File contains scene saving, Game Settings and renderer refresh. Edit provides Undo/Redo. Programming creates and attaches scripts, opens an external code editor, and offers Reload Scripts/Restart Play while running. Move, Rotate and Scale select the gizmo operation. The Play toolbar controls runtime sessions.
Focused workflows
- Scene hierarchy: create, select, name and parent objects.
- Explorer and assets: import models, manage files and diagnose asset errors.
- Inspector: transforms, attributes and script attachments.
- Viewport tools: camera navigation, picking and gizmos.
- Cameras, lighting and environment: prepare the game view.
- Playtesting and debugging: pause, step, read diagnostics and review runtime changes.
- First playable scene: a short beginner walkthrough.
Known limitations
Scripts open in an external editor, rather than an embedded code panel. A panel label or legacy workspace schema does not establish an implemented control. The focused guides describe controls verified in Engine/apps/editor/src/main.rs and the authoring document model.