Docs

The Editor

Doriax ships with a complete visual editor built for creators. Design scenes, write code, animate characters, manage resources, and test your game from one unified environment.

Doriax Engine editor — 3D scene

Core panels

Panel Purpose
Scene view Viewport for editing 2D and 3D scenes with gizmos and cameras
Scene hierarchy The tree of entities in the current scene
Properties View and edit the components and properties of the selected entity
Resources Manage textures, models, audio, and other project assets
Code editor Integrated editor for Lua and C++ scripts
Animation Timeline, keyframes, sprite animation, skeletal animation, and morph tracks
Output Build logs, export messages, and diagnostics

3D scenes

Edit 3D scenes with cameras, lighting, models, and play mode. Position entities with gizmos, set up PBR materials, and preview shadows, fog, and the sky system directly in the viewport.

2D & tilemaps

2D tilemap editor

Build 2D scenes with sprites and tilemaps. The sprite slicer and tileset slicer tools let you cut sprite sheets and tilesets into usable frames and tiles.

Animation

Animation timeline

Animate characters and objects with the timeline editor, and work with skeletons using the bone tools for skeletal animation.

Code editor

Integrated code editor

Write Lua and C++ scripts in the integrated code editor without leaving the environment. Lua iterates quickly at runtime, while C++ is compiled at build time for native performance.

Play mode

Press Play to run your game inside the editor. Test gameplay, UI overlays, and physics interactively, then return to editing.

Export pipeline

The editor includes a shader-aware export pipeline that prepares scenes, assets, scripts, engine files, and compiled shaders for your target platform. See the Export Window for details on platforms and output options.

Editor coverage

Terrain authoring, particle editing, audio tooling, and direct shader manipulation are not fully integrated into the editor yet — these features are currently available at the engine/runtime level.

More editor documentation

The detailed editor manual is split into focused pages: