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The editor

10 minutes

By the end

  • Know which panel to look at for any job
  • Arrange the panels your way, and get the shipped layout back
  • Know when to press Play and when to press Run game
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The panels

The editor is one window of panels. Four of them do most of the work: you select a node in the Hierarchy, see it in the Viewport, change it in the Inspector, and find files in Assets.

The editor with a lit room open: the Hierarchy on the left with a node selected, the room in the Viewport in the middle, the Inspector on the right showing that node’s name, position and components, and the Assets and Animation panels along the bottom
Select on the left, look in the middle, change things on the right.
PanelWhat it is for
HierarchyThe room’s nodes, as a tree. Every other panel follows what you select here. Drag a node onto another to make it a child.
ViewportThe room itself. Click to select, drag to move the selection, scroll to zoom, and middle-drag or hold Space and drag to pan.
InspectorEverything the selected node is: its name and transform, then one section per component.
AssetsEvery file in the project. Right-click one to open, rename or find what uses it.
CodeThe project’s scripts and shaders, with a list of the scripts beside the text.
BuildWhere you export your game.
ConsoleWhat the game and the editor printed: script errors, warnings and messages.
ProblemsNodes set up to do nothing, such as a light with no radius, and, as errors, references to files that are gone and scripts that write to a component or field that does not exist. A node leaves the list when you fix it.
CameraWhat the game’s camera is doing, in numbers: where it rests and where the picture is drawn from, how much it shows and at what zoom, the room holding it, its rig’s shot and its shake. It moves with the game in Play; while you edit, it shows the camera at rest. See Cameras.
SoundWhat the game plays while it runs: a meter for each bus, the music, the mix and every sound playing. Outside Play it shows the sound you are previewing. See Audio.
TilemapPaint tiles into a tilemap: tools, layers and the tile picker.
ScatterBrush copies of a saved group of nodes across the room.
Sprite sheetCut a texture into the regions a sprite draws.
LevelsThe project’s levels, in order, each with a track of music, and a scene to open after the last. A game follows the list as each level ends, in the editor’s Play started on a scene that is no level and in an exported game. See Levels and endings.
AnimationSprite clips and their frames, which an Animated Sprite plays, and keys on a timeline for any field, in the panel’s Properties mode. Both play in the editor and in an exported game.
GraphAnimation state machines: the states a character moves between, and the conditions that move it. The state it is in picks its clip, in the editor and in an exported game.
CutsceneCues on a timeline: show or hide a node, play a clip or a sound, name a moment for a script to hear. It plays in the editor and in an exported game.
ParticlesParticle emitters, drawn in the editor and in an exported game.
The Console in the bottom right listing warnings about nodes that are set up to do nothing and an error for a sprite whose picture is missing, with the same nodes marked in the Hierarchy and a count of problems in the status bar
The Console keeps a line for everything that went wrong. The marks in the Hierarchy, and the Problems panel, show what is still wrong now.

View → Panels lists every panel, with an eye beside each one that is shown. Click one to show or hide it.

Arrange them

  • Drag a tab by its name onto another panel to join that panel’s tabs, or onto one of its edges to split it there.
  • Drag a tab away from the others to float it as a window over the editor.
  • Drag the gap between two panels to resize them.
  • Right-click a tab and choose Close panel to close it. The Viewport is the one panel that cannot be closed or floated.

The arrangement belongs to the project. The editor saves it in the project’s layout.ron when you close the window or press Ctrl+Shift+S, and puts it back the next time you open that project. View → Reset layout brings back the shipped arrangement.

Code on a second screen

View → Code editor in its own window moves the Code panel into a window of its own, which you can put on another monitor. Choose it again to put the panel back. The editor remembers where the window was.

Play, Pause, Step and Run game

Play F5
Runs the room inside the Viewport. The button becomes Stop. Press it, or F5 again, and the room goes back to exactly how it was.
Pause F6
Stops the clock without ending the run. Resume carries on.
Step F7
Advances exactly one simulation step, pausing first. For looking at something that happens too fast to see.
Run game
Runs the project in a window of its own, with the same player an export ships. The button becomes Stop game.
The editor during a run: Stop, Pause, Step and Keep at the left of the toolbar with a step counter beside them, and the room seen through its camera in the Viewport; in the Hierarchy water has a red mark, and the status bar reads 2 problems, 1 error
While the room runs, the toolbar adds Pause, Step and Keep, and counts the steps. The red mark on water is a shader that does not compile, one of the two problems the status bar counts.

Stop keeps nothing. Everything the run changed is thrown away, including edits you make in the Inspector while it runs. To keep one, select the node, open Keep on the toolbar and tick the component before you press Stop. A stroke painted on a tilemap while it runs is not the run’s: it paints the map, so it is kept, and Undo takes it back after Stop.

Speed. The 1x button beside Run game picks a slower or faster clock. [ and ] step through the speeds, and \ goes back to real time.

Play or Run game?

Play is the quick one: it runs the room you are editing, as it is in the editor, saved or not; a script runs as it was last saved.

Run game is the honest one. It starts the same player your exported game is built on, and shows what the people you send it to will see. It reads your saved files, so save first. It opens the project’s startup scene, or, if the project has none, the saved scene you have open.

Keys worth learning first

KeyWhat it does
F5Play, or Stop
F6Pause, or Resume
F7Advance one step
Ctrl+SSave the scene, and every tilemap with strokes not yet saved. In the Code panel, save the script.
Ctrl+Shift+SSave all: the scene, the project, the layout, every tilemap you painted, and every other file you edited in a panel, but no script: a script saves with Ctrl+S in the Code panel.
Ctrl+Z / Ctrl+YUndo / Redo
Ctrl+DDuplicate the selection
DeleteDelete the selection
FFrame the selection in the Viewport
HomeFrame the whole room
Q W E RThe Select, Move, Rotate and Scale tools
Arrow keysNudge the selection 1 unit. With Shift, one grid step. With Ctrl, 10 units.
EscapeCancel a drag, or clear the selection
Ctrl+= / Ctrl+- / Ctrl+0Zoom in / Zoom out / 100%
F12Save a screenshot of the Viewport in the project’s captures folder

Apart from Ctrl+S in the Code panel, none of them fire while you are typing, in a text field or in the Code panel: click in the Viewport first, or use the toolbar. And once you click in the Hierarchy, the arrow keys and Home belong to the tree: the arrows walk it, and Home and End jump to its ends. Click in the Viewport to take them back.

These work once you have clicked in the Hierarchy:

KeyWhat it does
Ctrl+Shift+AOpen the + Add node menu
F2Rename the selected node
Ctrl+C / Ctrl+VCopy nodes / Paste them as children of the selected node
Ctrl+GGroup the selection under a new parent
H / Alt+HHide the selection / Show everything hidden
Ctrl+Up / Ctrl+DownMove the selection up or down among its siblings

Help → Keyboard shortcuts lists every one, including those. It is built from the same table the editor reads its keys from, so it is never out of date.