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The editor window

The editor shows one project at a time. Started without a project, it opens the project manager; with one, it opens on the project’s page.

The window has three panels:

  • Project, in the middle, holds the project’s page and every page you open. The project’s page shows the project’s settings, its scenes, Play and the default scene to open.
  • Assets, along the bottom, lists everything in the project (see Assets and importing).
  • Console, beside Assets, shows the editor’s log. Its chips filter by level (Debug, Info, Warning, Error), the box filters by text, and Ctrl+C copies the selected lines.

Double-click an asset to open it in its own page, a tab beside the project’s page. Opening an asset that is already open brings its tab forward. Scenes, prefabs, materials, meshes, textures, fonts, particle effects, animation graphs and clips, skeletons, input maps, UI documents and themes, sounds, terrain and scripts each have their own editor page; anything else opens as a form of its properties.

A scene page has its own parts: the hierarchy of its entities, the viewport and the inspector, with an Animation panel that opens below the viewport. See The scene viewport.

Closing a page with unsaved changes asks whether to save them.

Drag a tab to dock it somewhere else, or drop it away from any dock target to float it in a window of its own. Closing the Assets or Console panel hides it; View > Reset Layout brings back the default arrangement.

The editor remembers each project’s arrangement, its open pages and the active one, and restores them the next time the project opens. File > Save Layout saves them on demand; leaving the editor saves them too.

The commands below are the menu’s own; shortcuts are noted where they have one. Every shortcut can be changed in Edit > Preferences…, on the Shortcuts tab.

  • File: create new assets (the same list as the Assets panel’s Create menu), Save (Ctrl+S), Save As…, Save Layout, Close Project (back to the project manager, when the editor started there) and Exit.
  • Edit: Undo (Ctrl+Z), Redo (Ctrl+Shift+Z or Ctrl+Y), Preferences… and Export Templates….
  • Project: Project Settings…, the native code commands (Add Native Code…, Build Native Module, Reload Native Module), Export… and Report Resource Memory.
  • Build: Cook All and Rebuild All (see Cooking).
  • Game: Play runs the game in the Game tab, and Play New Instance opens another Game tab beside it.
  • View: Reset Layout, Command Palette… (Ctrl+Shift+P), which finds any command by name, and Screenshot Editor (F12), which saves the editor window as a PNG in the screenshots folder of the editor’s user data.
  • Help: About, the editor’s version.
  • Scene: the scene page’s commands: simulate, the gizmo, framing the selection, creating and editing entities, prefabs, and Set as Project Thumbnail.

Edit > Preferences… holds your own settings, shared by every project:

  • Appearance: the UI and monospace fonts, and the UI scale (0.5 to 2). The scale applies at once; a font change applies when the editor restarts.
  • Export: where export templates are kept.
  • Agent access: serving the open project to agents over MCP, its port and token.
  • Game preview: the resolutions the Game tab offers.
  • Shortcuts: every command’s shortcut. Click one to set a new one.
  • Game audio and Navigation: whether every Game tab plays sound, and whether navigation bakes in parallel.

They are saved in editor.settings.xml in the editor’s user data folder: ~/.local/share/gameengine on Linux (or under $XDG_DATA_HOME), %LOCALAPPDATA% on Windows and ~/Library/Application Support on macOS.

Project > Project Settings… edits the project itself (its Project.xml), with a tab per category:

  • General: the name and the native module, and the engine version the project was made with.
  • Startup: the default scene, the startup script, the default input map and the loading screen.
  • Audio: the default bus layout.
  • UI: the default UI theme, the default UI font and other UI fonts.
  • Display: antialiasing (MSAA), the render size and how it fits the window, the window size, mode and whether it can be resized, and the screen orientation.
Path What it holds Keep in version control
Project.xml The project’s settings Yes
Content/ The assets, as XML Yes
Sources/ The files you imported Yes
Cooked/ The cooked assets the game loads No, the editor makes them
Editor/ Your editor state: layout, open pages No
.cache/ Thumbnails and the cook’s records No

A project that uses Always Export also has export_roots.xml, and one with native code a Native/ folder; both belong in version control. The editor does not write a .gitignore: add Cooked/, Editor/ and .cache/ to yours.