Editor
The editor is where a game is made: a hierarchy, an inspector, a scene view with move, rotate, and scale tools, an asset browser, undo and redo, and a play mode that runs the game inside the editor. It runs in the browser. In a Project online, several Members work in it at the same time, and ask an Agent to build.
Start here
Section titled “Start here”- Start a Project: sign in, and make a Project from a prompt or a name.
- Your first scene: ten minutes through the editor by hand.
- The Agent: ask for something to be built, and see what it cost.
- Checkpoints and Versions: take the Project back to an earlier state.
- Working together: invite someone, and see where they are.
What you can do
Section titled “What you can do”| Area | Available now |
|---|---|
| Scenes | Open and edit. Every change is written to the Project by itself: there is no save step in a Project online. |
| Entities | Create, rename, delete, duplicate, copy, cut, paste, reparent, and reorder. |
| Components | Add (type to search), remove, reset, and edit fields; copy a component’s values to another entity. Field widgets follow the component’s schema and metadata. With several entities selected, the inspector shows the components they share and an edit applies to all of them. |
| Scene view | Pan, zoom, frame, click and marquee selection (click again to reach what is underneath), move, rotate, and scale handles with snapping. |
| Assets | Browse the asset folder, preview textures, audio, and text, open a scene, pick assets in component fields. Create folders and scenes, import files, rename, move, and delete; scenes and prefabs that refer to a moved asset are updated. A broken scene or prefab file is marked and reported. |
| Prefabs | Open a prefab file and edit it like a scene. Add a prefab to a scene, from a file or from the project’s code, by dropping it on the scene view or on an entity in the hierarchy. Instances of a prefab file follow the file, except in what they changed; the inspector marks those fields and can revert them or apply them to the prefab. Create a prefab from an entity. |
| Scripts | Make a component or a system in the Scripts panel and write it in the Code panel, with types and completions. |
| Undo | Every change to the scene is one undo step, including drags and the order of root entities. Undo takes back your own steps, not another Member’s. |
| Play | Play, pause, step, and stop the game in a Game view, with live values in the inspector. The console filters by level and source. |
| Settings | Dark and light theme (follows the system by default), and rebindable shortcuts with conflicts flagged. |
| Layout | Drag a panel by its tab: among the tabs of another group, to an edge of a group to split it, or to an edge of the editor. The menu on a tab (right-click, or Shift+F10) does the same from the keyboard. The layout is remembered; View > Reset Layout takes it back. |
Play mode
Section titled “Play mode”Play builds a second world from the Project, the way the game itself starts: its engine and plugins, startup systems, then the scene as it is in the editor. It renders in the Game view. Stop disposes that world.
- The scene you are editing is never touched by play, so there is nothing to restore when it stops.
- While playing, the hierarchy and the inspector show the running game with live values. Changes made there take effect at once and are not kept: they are gone when play stops.
- Undo history is unaffected by a play session.
- Warnings and errors the game writes to the browser console also appear in the editor’s Console, marked
play. - Click the Game view to give the game the keyboard. Editor shortcuts are then off, except the play controls;
Escapehands the keyboard back.
Keyboard
Section titled “Keyboard”Mod is Cmd on macOS and Ctrl elsewhere.
| Keys | Action |
|---|---|
Mod+S | Save the open script, in the Code panel |
Mod+K | Command palette: find and run any action by name |
Mod+, | Settings: theme and keyboard shortcuts |
Mod+Z, Shift+Mod+Z | Undo, redo |
Mod+C, Mod+X, Mod+V | Copy, cut, paste entities |
Mod+D | Duplicate |
Delete or Backspace | Delete |
Shift+Mod+N | Create an empty entity |
F2 | Rename the focused hierarchy row |
Alt+Up, Alt+Down | Move the selected entities among their siblings |
Shift+Alt+Right, Shift+Alt+Left | Move into the entity above, move out of the parent |
Q, W, E, R | Select, move, rotate, scale tool |
X | Toggle local axes |
F, Shift+F | Frame the selection, frame everything |
Middle drag, or Space + drag | Pan the scene view |
Mod+P | Play, stop |
Shift+Mod+P | Pause, resume |
F10 | Step one frame |
Escape | Cancel a drag or a field edit; otherwise deselect |
These are the defaults; every shortcut can be changed, removed, or reset in Settings. Keys typed in a text field belong to the field. In the hierarchy, a letter jumps to the next entity starting with it.
Running the editor on your own machine
Section titled “Running the editor on your own machine”A developer with the engine’s packages adds the editor to a project of their own: see Project setup. There a scene is saved with Mod+S, to a file of the project.