Panels
Scene Outliner
Section titled “Scene Outliner”The list of every entity in the world. Click to select, drag a row onto another to reparent, and right-click to rename, delete, group, or create a prefab. The + button creates entities. See Entities & Components.
Details
Section titled “Details”The inspector for the selected entity, showing every component and its properties. The panel is generated from the reflection system, so a component’s fields show up automatically with the right widget for each type, color pickers, sliders with units, asset pickers, and entity pickers.
The + button in the Details header adds a component. Properties are grouped into the categories each component declares.
Systems
Section titled “Systems”The systems that run in the active world. Native Systems are the engine’s
built-in C++ systems; the checkbox enables or disables one for this world (turn
one off to replace it with your own). C# systems are discovered automatically
from their [EntitySystem] attribute and run in every world. There’s no
per-world file to assign. See World Systems. For
per-frame timing, use the profilers under Tools.
World Settings
Section titled “World Settings”Per-world settings for rendering (anti-aliasing and more), physics, and environment. These belong to the world, not to any one entity. See Worlds & Coordinates.
Output Log
Section titled “Output Log”Engine and script logging, plus a command console for console variables and commands. Toggle it with Ctrl+J.