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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.

Doriax Engine editor - 3D scene

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
Output panel Build logs, play-mode diagnostics, and export messages

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
Slice sprite sheets and tilesets Sprite Slicer, Tileset Slicer
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, 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

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.

Use play mode for quick iteration. For platform-specific validation (mobile input, web memory limits, native graphics), test with a proper exported build.

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, and resource assignments.

Keyboard shortcuts

Shortcut Action
Ctrl+Z Undo
Ctrl+Y Redo
Ctrl+S Save current scene
Delete Delete selected entity
W Translate gizmo
E Rotate gizmo
R Scale gizmo
F Focus viewport on selection
Space Play / Stop

Detailed pages