Skip to main content

The interface

This page names every part of the editor window, so the rest of the guide can refer to them. It goes from the app bar at the top to the status bar at the bottom, lists the panels and what each is for, and covers the basics of moving around the scene.

The Default layout: the hierarchy on the left, the Scene panel in the middle with the bottom panels below it, and the Inspector on the right.

The app bar​

The row at the top of the window, from left to right:

PartWhat it does
Main menuFile, Edit, Scene, Assets, GameObject, Component, Tools, Window and Help. Plugins can add menus of their own.
Project and sceneThe project's name and the open scene's file. An Unsaved badge appears when the scene has changes you have not saved.
Play controlsPlay (CtrlP), Pause (CtrlShiftP), Step one frame (F10) and Stop (ShiftF5). See Play mode.
Undo and RedoCtrlZ and CtrlShiftZ. See Undo and history.
CommandsOpens the command palette (CtrlK), which searches commands, entities and assets.
Build settingsThe package button opens the Build dialog.
ThemeSwitches between the light and dark theme (CtrlShiftT).
SettingsOpens the editor settings (Ctrl,).

While the game plays, the app bar takes on a tint of the accent color and a strip in the accent color runs along its bottom edge. While the game is paused, the strip turns amber. You can always tell at a glance whether you are editing or playing.

In a narrow window, the app bar leaves out what it can do without, so that every button stays in reach: first the Commands label and its keys, then the name beside the logo, then the project and scene name. If the menus still do not fit, they move under one menu button.

The tool options bar​

The row below the app bar starts with the active tool's icon and name, followed by that tool's options: a tile brush's tile, size and shape, for example. The right side holds settings for the scene view:

ControlWhat it does
CenterPuts the transform handles at the selection's center instead of the pivot of the last selected entity (Z).
LocalTurns the handles with the entity's rotation instead of the world axes (X).
SnapSnaps moves to the grid (CtrlShiftG). Holding Ctrl while you drag snaps without turning it on.
Grid sizeThe grid spacing in world units, 32 by default.
GridShows or hides the grid (CtrlG). While a tile tool is active, this is the tile grid.
PreviewAnimates sprites, particles and lights in the scene view without running gameplay (CtrlAltP).
LayoutSwitches between layouts: Default, Tile Mapping, Effects, Minimal and your own.
SceneSwitches to another scene of the project.

When the tool's options and the scene view's settings do not fit side by side, Center, Local, Snap and Preview show only their icons. If that is still too wide, the scene view's settings move to a second row.

The dock workspace​

The area between the tool options bar and the status bar holds the panels. Panels sit in tab groups that you can rearrange: drag a tab to another group, to an edge of the workspace or out of the window into a window of its own, double-click a tab to maximize its group, and drag the splitters between groups to resize them. Window › Panels shows any panel, and Window › Layout switches between layout presets. The layout is saved per project. See Panels and layouts.

The panels​

PanelShortcutWhat it is for
SceneThe open scene, where you select, move and paint. See The scene viewport.
GameThe running game during play mode.
HierarchyThe scene's entities as a tree. See The hierarchy.
InspectorCtrlShiftIThe components of the selected entities, the settings of the selected asset, or the scene's settings. See The inspector.
HistoryCtrlShiftHEvery undo step, to jump back and forward. See Undo and history.
AssetsCtrlShiftAThe files of the project. See The Assets panel.
ConsoleCtrlShiftCMessages, warnings and errors. See Debugging and the console.
Tile MapCtrlShiftMLayers, tilesets, terrains and properties of the edited map. See Maps and grids.
ParticlesThe particle editor with its live preview and presets. See Particles.
LightingThe scene's ambient light, quality and every light at a glance. See Lighting.
Sprite EditorSlices a texture into sprites and builds animations. See Sprites and the sprite editor.
PluginsThe game's plugins, with a switch for each. See Plugins.

The Scene and Hierarchy panels cannot be closed. Plugins can add panels; they appear in Window › Panels like the built-in ones.

The status bar​

The row at the bottom of the window reports, from left to right:

ItemShows
ActivityWhat the editor is doing: Scanning assets 40%, Loading scene…, Playing, Paused or Ready.
SceneThe open scene's file.
EntitiesHow many entities the scene has.
Map cellWhile you edit a tile map, the cell under the pointer: col 12 row 5 on rectangular maps, q 3 r -2 on hex maps.
BuildDuring and after a build: Building 60%, Built in 48 s or Build failed. Click it to see the build report.
ScriptsCompiling scripts…, Scripts compiled in 412 ms, 2 script errors or No scripts. Click it to see the script messages in the console.
Tool hintWhat the active tool does with each mouse button and modifier.
PointerThe world position under the pointer, such as x 128 y 176.
ZoomThe scene view's zoom.
Frame rateThe scene view's frames per second while it animates, or Idle.

The scene view only redraws when something changes, so the frame rate reads Idle most of the time. That saves power and leaves the processor to the game while you play. It counts frames when you navigate, drag or turn on Preview, and shows the game's frame rate during play mode.

Moving around the scene​

DoHow
PanDrag with the middle or right mouse button, hold Space and drag, or use the Hand tool (H)
Zoom around the pointerMouse wheel; Ctrl= and Ctrl- step through zoom levels; Ctrl1 shows 100%
Pan sidewaysShift and the wheel, or a touchpad's horizontal scroll
Frame the selectionF
Frame the whole sceneShiftF
Go to the originHome

The zoom bar in the bottom right corner of the Scene panel has the same zoom steps and frame buttons. See The scene viewport for selecting and transforming entities.