Scene View¶
The Scene view is the main canvas for authoring scenes. It renders the current scene using editor cameras and overlays gizmos, selection highlights, and tool guides on top. You place, rotate, scale, and test entities here, and you see the result of component changes made in the Properties window immediately.

Navigation¶
| Action | Input |
|---|---|
| Orbit | Right-click drag (3D) |
| Pan | Middle-click drag, or Shift + right-click drag |
| Zoom | Mouse wheel |
| Focus on selection | F key |
| Reset camera | Home key or double-click empty space |
In 2D mode the camera is orthographic; orbit is replaced with a simple pan.
Gizmo tools¶
Select a gizmo mode from the toolbar or with the keyboard:
| Gizmo | Key | Purpose |
|---|---|---|
| Translate | W | Move selected entities along axes or planes |
| Rotate | E | Rotate selected 3D entities |
| Scale | R | Resize entities uniformly or per axis |
| Object2D | — | Manipulate 2D objects in canvas space (position and size) |
| Anchor | — | Edit UI anchor points and layout bounds |
Hold Ctrl while transforming to snap to the configured grid interval. Hold Alt to move in world space instead of local space.
Selection¶
Click an entity in the viewport to select it; the Properties window updates immediately. Hold Ctrl and click to add to or remove from a multi-selection.
For fine-grained selection in dense scenes, use the Structure panel — clicking a row there selects the entity without needing to click through overlapping objects.
Viewport camera vs game camera¶
The editor camera is only for authoring navigation. The game camera is a
Camera entity you place in your scene; it defines what the player sees at runtime.
Always verify gameplay framing with the game camera preview before testing.
2D and tilemap editing¶
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In a 2D scene the editor uses orthographic projection and a canvas overlay. Sprites, tilemaps, UI widgets, and polygons should be positioned in a consistent logical coordinate system so that canvas scaling stays predictable across different screen sizes.
Tilemap cells can be painted directly in the scene view when a Tilemap entity is selected and the tile-paint mode is active.

3D scene editing¶
3D scenes use perspective projection and full 3D gizmos. Switch between the editor camera and the game camera preview to check framing. Use the F key to center the view on a selected entity.
UI scene editing¶
UI scenes display the canvas in screen-space overlay mode. Anchor gizmos show the layout boundaries of UI elements. Drag anchors directly to reposition or stretch widgets relative to their parent.

Physics visualization¶
When a Body2D or Body3D is attached, the editor draws the collision shape outline
in the viewport. This lets you verify that the physics shape matches the visual mesh
without running the game.

Play mode in the viewport¶
Press Play to run the scene inside the viewport. All input and logic operate normally. When you press Stop, the scene is restored to the pre-play snapshot. Use play mode for fast local iteration; export to a real build for platform-specific testing.