Docs

Editor Overview

The Doriax editor is the primary authoring environment for your projects. It brings together scene editing, resource management, scripting, animation, play mode, and export tooling in one unified window so you can build, test, and ship games without leaving the editor.

The editor in its default layout: Structure and Resources on the left, the scene in the middle, Properties on the right, Output and Animation below

Editor layout

The editor window is divided into a set of resizable panels:

Panel Purpose
Menu bar File, project, scene, and play-mode controls
Scene view Main viewport for 2D, 3D, and UI scene editing with gizmos
Structure panel Hierarchical tree of scenes and entities
Properties window Component list and property fields for the selected entity
Resources Browser Project asset manager: import, preview, and organize files
Animation Timeline Keyframe editor for object animation, sprite frames, and bones
Code Editor Integrated Lua and C++ editor with API completion and an event menu
AI Chat The built-in AI assistant, docked as a tab beside Properties. Its keys are in Editor Settings → AI, and outside agents reach its tools through the MCP server
Output panel Build logs, play-mode diagnostics, and export messages, persisted to editor.log for crash reports
Footer The Git branch and Play / Pause / Stop on the left; FPS, frame time, draw calls, and triangles on the right
Menu Contents
File New Project, Open Project (Ctrl+O), Recent Projects, Save (Ctrl+S), Save All (Ctrl+Shift+S), Save Project As, Export Project, Exit
Edit Undo, Redo, Duplicate, Delete, and Editor Settings
View Show or hide each panel, Detachable Windows, Reset Layout
Project Project Settings, Manage Scenes, Bundles, Empty Project Trash
Scene New Scene (3D / 2D / UI), Run, Pause, Resume, Stop, Detach Camera, Full Screen, Remove Scene from Project
Help Documentation (F1), Keyboard Shortcuts, Report an Issue, About Doriax

The View menu toggles each panel

Save writes the one thing you were last working on — the focused script, or the selected scene. Save All writes every changed scene and script and project.yaml, which is how settings changes are committed to disk. On a project that has never been saved, both ask where the project should live first.

Empty Project Trash permanently deletes the project's trashed files and asks for confirmation first. Remove Scene from Project drops a scene from the project, after offering to save it if it has unsaved changes.

Main workflows

Task Where it happens
Create and configure scenes Project Workflow, Structure panel, scene save dialog
Place and transform entities Scene view gizmos
Edit component data Properties window
Import and preview assets Resources Browser
Share PBR materials across meshes Create .material files (Properties → Resources drag), link from Scene view
Slice sprite sheets and tilesets Sprite Slicer, Tileset Slicer
Sculpt, paint and populate terrain Terrain Editor
Write Lua or C++ scripts Code Editor and script creation dialog
Animate objects and characters Animation Timeline
Test gameplay Play / Pause / Stop controls
Prepare builds Export Window

Scene types

The editor supports three scene workflows:

Type Purpose
3D scene Games with perspective cameras, 3D models, PBR materials, sky/IBL, and lighting
2D scene Top-down or side-scrolling games with sprites and tilemaps
UI scene Menus, HUDs, overlays, and screen-space controls using the UI system

All three types share the same ECS foundation, camera, and scripting system. A project can load multiple scene types simultaneously — for example, a 3D gameplay scene with a UI scene overlay.

Play mode

A 2D game running in play mode; the footer shows Playing

Press Play to run the game inside the editor. The editor takes a snapshot of the current scene state before entering play mode and restores it when you stop, so runtime mutations do not permanently corrupt your authored data. Entities the game creates while playing are listed in the Structure panel, read-only, until Stop destroys them (see Structure panel — While playing).

Use play mode for quick iteration. For platform-specific validation (mobile input, web memory limits, native graphics), test with a proper exported build. The footer shows FPS, frame time, draw calls, and triangles while the viewport is drawing; the benchmark command records the same counters with VSync forced off.

Undo and redo

All edits made in the scene view, Properties window, and hierarchy are recorded in the command history. Use Ctrl+Z / Ctrl+Y to step back and forward through changes. Undo is available across transforms, component edits, hierarchy reparenting, resource assignments, and cascade deletes (a parent and its children restore together).

Keyboard shortcuts

Help → Keyboard Shortcuts shows this list inside the editor. On macOS, menu shortcuts use Command instead of Ctrl.

Shortcut Action
Ctrl+O Open project
Ctrl+S Save the current scene or script
Ctrl+Shift+S Save all scenes, scripts, and the project
Ctrl+Z Undo
Ctrl+Shift+Z / Ctrl+Y Redo
Ctrl+D Duplicate selection
Delete Delete selection
F2 Rename selection
F5 Run current scene, or resume a paused one
F6 Pause
F7 Stop
F8 Detach or re-attach the camera while running (Detached camera)
F11 Show the running scene over the whole editor window, or go back (Full screen)
W / E / R Move / Rotate / Scale gizmo
T Toggle local / global transforms
F / Home Frame selection / all objects (3D)
F1 Open the documentation

Duplicate and Delete follow the selection: with a tile or a tilemap instance selected they act on that, otherwise on the selected entities, and Delete also removes a selected child scene reference. F2 jumps to the name field in the Properties window for the selected entity, or for the scene when nothing is selected; in the Resources window it renames the selected file instead. They are ignored while typing in a text field, so a shortcut never steals a keystroke from an input.

Detailed pages