Editor Overview

Master the Studio interface, navigation, and core workflows. Learn the tools that will power your game development.

The Web Engine Studio is a powerful visual editor built with modern web technologies. This guide will teach you the interface, shortcuts, and workflows to work efficiently.

Interface Overview#

The Studio is divided into several panels, each serving a specific purpose. All panels can be resized, rearranged, or closed to customize your workspace.

Viewport

The central 3D view where you interact with your scene. Select, move, rotate, and scale objects in real-time.

Hierarchy Panel

Tree view of all entities in the scene. Drag to reparent, right-click to create objects, organize your scene graph.

Inspector Panel

Properties of the selected entity. Add/remove components, edit values, configure behaviors.

Assets Panel

File explorer for project assets. Import, organize, and drag assets into the scene.

The Studio uses a docking system powered by Dockview. You can drag panel tabs to reposition them, create split views, or float panels as separate windows.

Viewport Navigation#

Navigating the 3D viewport efficiently is essential for scene editing. The controls are similar to popular 3D software like Blender and Unity.

Camera Controls#

ActionInputDescription
Orbit/RotateRight-Click + DragRotate the camera around the focus point
PanMiddle-Click + DragMove the camera parallel to the view plane
Pan (Alt)Alt + Left-Click + DragAlternative pan method for mice without middle button
ZoomScroll WheelMove closer or farther from the scene
FocusF keyCenter the view on the selected object
Frame AllA keyFrame all objects in the scene

Smooth Navigation

Hold Shift while using camera controls to move faster. This is great for quickly navigating large scenes.

View Modes#

Switch between different view modes to aid your workflow. Access these via the View menu or keyboard shortcuts:

  • Perspective — Standard 3D view with depth perception (default)
  • Top (Numpad 7) — Bird's eye view, looking down the Y axis
  • Front (Numpad 1) — View from the front, looking down the Z axis
  • Right (Numpad 3) — View from the right side, looking down the X axis
  • Orthographic (Numpad 5) — Toggle between perspective and orthographic projection

Viewport Display Options#

Customize what's visible in the viewport via the viewport settings menu (top-right gear icon):

  • Grid — Toggle the infinite ground grid
  • Gizmos — Show/hide transform gizmos, light gizmos, camera frustums
  • Wireframe — View mesh wireframes for debugging
  • Bounding Boxes — Show entity AABBs (Axis-Aligned Bounding Boxes)
  • Physics Debug — Visualize colliders, rigid bodies, and physics constraints
  • Stats — Display performance metrics (FPS, draw calls, triangles, entities)

Transform Tools#

The transform tools let you position, rotate, and scale entities in your scene. Access them via the toolbar or keyboard shortcuts.

ToolShortcutDescription
SelectQClick to select entities without modifying them
MoveWTranslate entities along X, Y, Z axes
RotateERotate entities around their pivot point
ScaleRResize entities uniformly or per-axis

Each tool displays a gizmo — a visual control with colored handles:

  • Red — X axis (right/left)
  • Green — Y axis (up/down)
  • Blue — Z axis (forward/back)
  • Yellow/White — All axes (uniform transform)

Transform Space#

Toggle between World and Local space using the Globe/Cube icon in the toolbar or press T:

  • World Space — Transform axes align with the global coordinate system. Useful for positioning objects relative to the world.
  • Local Space — Transform axes align with the entity's own rotation. Useful for moving objects relative to themselves.

Snapping#

Enable snapping for precise placement and alignment:

  • Toggle snap with the Magnet icon in the toolbar or press G
  • Hold Ctrl/Cmd while transforming to temporarily toggle snap
  • Configure snap increments in Edit → Preferences → Snapping:
    • Position Snap: Default 0.5 units
    • Rotation Snap: Default 15 degrees
    • Scale Snap: Default 0.1 units

Hierarchy Panel#

The Hierarchy shows all entities in your scene as a tree structure. Parent-child relationships affect transforms, visibility, and script execution order.

Common Actions#

ActionInputDescription
SelectClickSelect an entity
Multi-selectCtrl/Cmd + ClickAdd to selection
Range selectShift + ClickSelect a range of entities
ReparentDrag & DropMake entity a child of another
ReorderDrag between entitiesChange sibling order
Create entityRight-clickOpen context menu to create objects
RenameF2 or Double-clickRename the selected entity
DuplicateCtrl/Cmd + DDuplicate the selected entity and its children
DeleteDelete or BackspaceDelete the selected entity and its children

Parent-Child Relationships

When you make an entity a child of another, it inherits the parent's transform. Moving, rotating, or scaling the parent affects all children. This is useful for creating complex objects (e.g., a car with wheels as children).

Context Menu#

Right-click in the Hierarchy to access the context menu:

  • Create Empty — Create an empty entity (container for components)
  • 3D Object → Cube, Sphere, Plane, Cylinder, Capsule
  • Light → Directional, Point, Spot, Area
  • Camera — Create a new camera entity
  • Particle System — Add visual effects
  • Audio Source — Add 3D positional audio
  • Create Prefab — Turn selected entity into a reusable prefab

Inspector Panel#

When you select an entity, the Inspector displays its components and properties. Each component can be expanded/collapsed, and has editable fields.

Adding Components#

  1. Click the Add Component button at the bottom of the Inspector
  2. Search for a component by name (e.g., "RigidBody", "Light", "Script")
  3. Browse categories: Physics, Rendering, Audio, AI, Scripting, Effects
  4. Click a component to add it to the selected entity

The Inspector features a smart search that indexes all 50+ components. You can search by:

  • Component name (e.g., "RigidBody")
  • Category (e.g., "Physics")
  • Functionality (e.g., "collision", "light", "sound")

Editing Component Properties#

Different field types have specialized editors:

Field TypeInteractionNotes
NumberClick to type, or drag left/right to scrubHold Shift to scrub faster, hold Alt for precision
Vector3Edit X, Y, Z individuallyClick the lock icon to edit all axes uniformly
ColorClick swatch to open color pickerSupports RGB, HSL, and hex input
AssetDrag from Assets panel or click to browseAutomatically filters by asset type
BooleanClick checkbox to toggleCan be animated and scripted
Enum/DropdownClick to open dropdown menuShows all valid options
Text/StringClick to typeSupports multi-line for descriptions

Undo/Redo

All changes in the Inspector are undoable with Ctrl/Cmd + Z and redoable with Ctrl/Cmd + Shift + Z. The engine maintains a full history of your edits, so experiment fearlessly!

Component Context Menu#

Right-click a component header to access additional options:

  • Reset — Reset component to default values
  • Copy Component — Copy component data to clipboard
  • Paste Component Values — Paste copied component data
  • Remove Component — Delete the component from the entity
  • Move Up/Down — Change component order (affects execution order)
  • Toggle Enabled — Temporarily disable without removing

Assets Panel#

The Assets panel is a file browser for your project's resources. It supports folders, search, filtering, and drag-and-drop imports.

Importing Assets#

Import assets by dragging files from your computer into the Assets panel:

  • 3D Models — .glb, .gltf (recommended), .fbx, .obj
  • Textures — .png, .jpg, .webp, .hdr (HDR for environments)
  • Audio — .mp3, .wav, .ogg
  • Scripts — .js, .ts (TypeScript compiled automatically)
  • Materials — .mat (exported from the engine)
  • Prefabs — .prefab (reusable entity templates)

The asset pipeline automatically optimizes imports:

  • Textures are compressed to GPU formats (BC7, ASTC, ETC2) based on platform
  • Models are optimized with meshoptimizer for faster loading
  • Audio is transcoded to appropriate formats for web playback
  • Scripts are bundled and minified for production builds

Asset Operations#

Right-click an asset to access context menu options:

  • Open — Open in default editor (scripts, materials)
  • Rename — Rename the asset
  • Duplicate — Create a copy
  • Delete — Move to trash (can be restored)
  • Show in Folder — Reveal in file system (local dev only)
  • Copy Path — Copy asset path for use in scripts
  • Properties — View asset metadata and import settings

Play Mode#

Test your game without leaving the Studio. Play Mode runs all systems (physics, scripts, AI, audio) in real-time.

ActionShortcutDescription
Play/StopCtrl/Cmd + PToggle Play Mode on/off
PauseCtrl/Cmd + Shift + PPause simulation (while playing)
Step FrameCtrl/Cmd + .Advance one frame (while paused)

Play Mode Changes Are Not Saved

Any modifications made during Play Mode are not saved. The scene resets to its pre-play state when you stop. This is intentional — it lets you experiment without risk! If you make a change you like during Play Mode, remember to recreate it in Edit Mode.

Play Mode Features#

  • Maximize on Play — Automatically maximize viewport when entering Play Mode (toggle in settings)
  • Play from Camera — Start Play Mode from the current editor camera position
  • Stats Overlay — View FPS, frame time, entity count, and system performance
  • Console Output — See console.log output and errors in the Console panel

Essential Keyboard Shortcuts#

Master these shortcuts to work efficiently:

General#

ActionWindows/LinuxmacOS
Save SceneCtrl + SCmd + S
UndoCtrl + ZCmd + Z
RedoCtrl + Shift + ZCmd + Shift + Z
DuplicateCtrl + DCmd + D
DeleteDeleteBackspace
Select AllCtrl + ACmd + A
Deselect AllCtrl + Shift + ACmd + Shift + A
Command PaletteCtrl + Shift + PCmd + Shift + P
Quick SearchCtrl + KCmd + K

Viewport#

ActionShortcutDescription
Move ToolWTranslate selected objects
Rotate ToolERotate selected objects
Scale ToolRScale selected objects
Select ToolQSelect without transforming
Focus SelectedFFrame selected object in view
Frame AllAFrame all objects in scene
Toggle Transform SpaceTSwitch between World/Local space
Toggle SnapGEnable/disable snapping
Toggle GridCtrl + 'Show/hide ground grid

Play Mode#

ActionWindows/LinuxmacOS
Play/StopCtrl + PCmd + P
PauseCtrl + Shift + PCmd + Shift + P
Step FrameCtrl + .Cmd + .

View all shortcuts by opening Help → Keyboard Shortcuts or pressing ?.

Console and Debugging#

The Console panel displays runtime logs, warnings, and errors from your scripts and the engine.

Console Features#

  • Filter by Type — Show only logs, warnings, or errors
  • Search — Filter messages by text
  • Clear Console — Clear all messages
  • Stack Traces — Click error messages to see full stack traces
  • Copy Messages — Right-click to copy messages to clipboard

Use these methods in your scripts to log messages:

Script Example
javascript
// In your script
export default (api) => {
return (dt, time) => {
// Log information
console.log("Entity position:", api.position);
// Log warnings
console.warn("Low health detected!");
// Log errors
console.error("Failed to load asset!");
// Log objects for inspection
console.table({ x: api.position.x, y: api.position.y });
};
};

Customizing Your Workspace#

The Studio layout is fully customizable. Save and load layout presets to optimize for different tasks.

Layout Presets#

  • Default — Balanced layout for general game development
  • Modeling — Large viewport with minimized panels for 3D work
  • Scripting — Script editor side-by-side with scene view
  • Level Design — Hierarchy and Assets emphasized for scene building

Save your own layouts via Window → Save Layout. Layouts are stored in browser local storage and persist across sessions.

Next Steps#

Now that you know the editor interface, dive deeper into specific areas:

Editor Overview | Web Engine Docs