RUSTICDOCSSearch documentation

Inspector

Prerequisites: open a writable scene, stop Play, and select an entity in Project → Scene or the viewport. No selection shows Nothing selected. Scene sky and atmosphere settings are available independently of object selection.

Change properties and transforms

  1. Edit the object's name at the top of Inspector.
  2. In Transform, edit Position, Rotation (degrees) and Scale. These are local transforms relative to the parent.
  3. For primitives/meshes, edit Color, Can touch, Can collide and Anchored. Parametric primitives also expose a Geometry section.
  4. Save through File → Save scene; use Edit → Undo for a mistaken edit.

Expected result: validated authoring changes appear in the preview and saved scene. Can touch is reserved for touch events; it does not enable solid collisions. Can collide and Anchored affect built-in primitive physics in Play. Imported mesh collision is not established by those checkboxes.

Attach a script and edit public properties

  1. Select the target entity, then create an Object Component Script from Programming, or use an already registered script.
  2. In Gameplay scripts → + Add Component, choose the registered script path if it is not already attached. Creation through Programming may already attach it; do not duplicate the attachment.
  3. Check the script's Enabled checkbox. Existing stored public property values appear beneath its Script ID; edit the values supported by the Inspector's value controls.
  4. Edit the script source in the external editor, following the language-specific property declaration and callback conventions.
  5. Save the scene and source file, then press Play. Check Console for the expected output or diagnostics.

Expected result: the enabled attachment executes in its documented lifecycle scope. The Inspector edits stored component properties; it does not guarantee automatic discovery of arbitrary variables declared in source. Entity-valued properties display an identifier rather than a freeform entity picker.

Camera, light and runtime state

A camera selection exposes active state, priority, zoom, projection and clipping settings. A light exposes type, color, intensity, range and spot angle as applicable. Follow cameras and lighting for a complete setup.

During Play, selected-entity telemetry can supply live transforms, attributes and script state. Authoring and runtime are distinct; do not assume that live values are saved or that every Inspector edit is a runtime edit. After Stop, review/apply or discard the proposed runtime changes.

Related: public properties API, physics, Playtesting.