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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.

AreaAvailable now
ScenesOpen and edit. Every change is written to the Project by itself: there is no save step in a Project online.
EntitiesCreate, rename, delete, duplicate, copy, cut, paste, reparent, and reorder.
ComponentsAdd (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 viewPan, zoom, frame, click and marquee selection (click again to reach what is underneath), move, rotate, and scale handles with snapping.
AssetsBrowse 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.
PrefabsOpen 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.
ScriptsMake a component or a system in the Scripts panel and write it in the Code panel, with types and completions.
UndoEvery 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.
PlayPlay, pause, step, and stop the game in a Game view, with live values in the inspector. The console filters by level and source.
SettingsDark and light theme (follows the system by default), and rebindable shortcuts with conflicts flagged.
LayoutDrag 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 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; Escape hands the keyboard back.

Mod is Cmd on macOS and Ctrl elsewhere.

KeysAction
Mod+SSave the open script, in the Code panel
Mod+KCommand palette: find and run any action by name
Mod+,Settings: theme and keyboard shortcuts
Mod+Z, Shift+Mod+ZUndo, redo
Mod+C, Mod+X, Mod+VCopy, cut, paste entities
Mod+DDuplicate
Delete or BackspaceDelete
Shift+Mod+NCreate an empty entity
F2Rename the focused hierarchy row
Alt+Up, Alt+DownMove the selected entities among their siblings
Shift+Alt+Right, Shift+Alt+LeftMove into the entity above, move out of the parent
Q, W, E, RSelect, move, rotate, scale tool
XToggle local axes
F, Shift+FFrame the selection, frame everything
Middle drag, or Space + dragPan the scene view
Mod+PPlay, stop
Shift+Mod+PPause, resume
F10Step one frame
EscapeCancel 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.

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.