Editor
The editor runs on the same runtime as your game, so what you see while editing is what ships. When you launch it, the project browser opens first, see Your First Project. Once a project loads, you land in the World Editor.
Layout
Section titled “Layout”The editor is a docked workspace. Drag any panel by its tab to rearrange it or tear it off into its own window. The default layout is:
- The Viewport in the center, your 3D view, see Viewport.
- The Scene Outliner, Details, and other panels around it.
- The Content Browser and Output Log as drawers along the bottom, toggled with Ctrl+Space and Ctrl+J.
Menu bar
Section titled “Menu bar”| Menu | Holds |
|---|---|
| File | Settings (below), New Project, Reload Project Module, Package Project. |
| Tools | Every utility window: profilers, the asset registry, input actions, the plugin browser, and more, see Tools & Profilers. |
| Help | Links to Discord and the docs. |
Settings
Section titled “Settings”File > Settings is where you tune the editor, your project, and the engine, all in one window. It is worth finding early, most options that are not on a specific entity or asset live here.
The left side lists every settings group (editor preferences, project settings, engine options); the right side shows that group’s properties in the same property grid used everywhere else. Changes save immediately, and you can right-click any value and choose Reset to Default to restore it.
Running the world
Section titled “Running the world”The viewport toolbar runs your game without leaving the editor:
- Play duplicates the world and runs it like the game, with input and scripts.
- Simulate runs physics and scripts in place.
- Stop returns to the editor world.
See Viewport for the full set of controls.
This section
Section titled “This section”- Viewport, navigating and editing the 3D scene.
- Panels, the outliner, details, and other docks.
- Content Browser, your project’s assets.
- Asset Editors, the editor for each asset type.
- Tools & Profilers, the utility windows.