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Panels

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.

The inspector for the selected entity: 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.

The systems that run in the active world, in two groups. 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). Script Systems are Luau systems you assign, use Add script system… to pick a .luau file and the trash icon to remove one. Both are saved with the world. For per-frame timing, use the profilers under Tools.

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.

Engine and script logging, plus a command console for console variables and commands. Toggle it with Ctrl+J.