The editor

Scene: Edit, Map Builder and Environment

Place and light objects, draw structure, and set the sky.

Edit

Edit is the main viewport. The scene tree on the left lists objects, lighting, gameplay markers, decals and structure. Select anything there or in the viewport, and its properties appear in the inspector on the right.

Viewport tools

ToolKeyWhat it does
SelectVPick objects.
MoveGDrag the selection. Arrow keys nudge by one grid step; Shift nudges ten.
RotateRTurn the selection. Q and E rotate by 45 degrees.
ScaleSResize the selection.
SnapSnap movement to the grid.
GridShow or hide the ground grid (3D only).
FlyFree camera: WASD and the mouse move the view, click to exit (3D only).
FloorStep between floors on a multi-floor map.
VisHide or show categories of object while you work.

Placing

Open the Assets dock, click a model and click the floor. Escape cancels a pending placement. Press F to focus the camera on the selection, Ctrl or Cmd + D to duplicate it, and Delete to remove it. Deleting more than three objects at once asks first.

Lights

Add point lights for lamps and fires, spot lights for doorways and reveals, and an ambient override where a room needs its own base level. Each has colour, intensity and range; spots also have an angle and a shadow toggle. The sun and sky come from Environment.

Markers and triggers

  • Markers: Spawn, Checkpoint, Event and Custom. A spawn marker is where players start.
  • Triggers: Teleport, Event, Damage and Custom zones. Teleport moves the player to a target floor and position. Every kind also reaches your Logic rules as a player-enters or player-leaves event.
  • Give each trigger a zone id. That id is what a Logic rule matches on.

The inspector

Objects have a name, position, rotation and scale, a material preset, emissive and roughness. A collidable flag shows whether the asset blocks movement. In a 2D project, the fields that have no effect on a flat scene are dimmed and say why.

Map Builder

Map Builder is where structure is drawn. Floors are listed on the left; the viewport shows the active floor from above.

  • Draw wall: click and drag a wall segment.
  • Place panel: a flat floor or ceiling panel.
  • Draw room: click and drag a rectangle. Walls, floor and openings are derived for you.
  • Place stairs: drag a footprint to make a flight between floors. Set a tread count for steps, or leave it at zero for a ramp.
  • Erase: remove structure.

Each floor has its own name, wall height, grid snap and wall thickness. Map Builder keeps its own undo history (Ctrl or Cmd + Z), separate from object edits. Deleting a floor also removes the objects, lights and triggers on it, and asks first.

Environment

Environment sets the sky, sun, time of day and fog for the whole scene. Start from a preset and adjust the sliders; everything renders live in Edit and Preview.

PresetFeel
Midday clearBright, neutral, long visibility.
Golden hourWarm low sun, long shadows.
OvercastSoft light, no hard shadows.
Night opsDark with cool ambient light.
Dusk stormLow light with heavy fog.
Name your lights and triggers. lamp_bay_a is findable in the scene tree and in a Logic rule; PointLight_17 is not.