Engine Layout

This page covers the main editor layout and explains the purpose of each primary panel you’ll interact with while building scenes.

The Engine Layout is the core of the editor UI. This is where scenes are created, objects are managed, and properties are edited in real time.

You’ll mainly be working with the following panels:

  1. Hierarchy

  2. Viewport

  3. Inspector

  4. Materials

Each panel plays a specific role in the workflow and is designed to work together seamlessly.

You can see by the layout example below:



Viewport

The Viewport is the main scene view.

  • Displays the active scene in real time

  • Allows direct interaction with objects

  • Supports move, rotate, and scale gizmos

  • Reflects changes immediately as properties are edited

Most scene editing happens here.


Hierarchy

The Hierarchy lists every object currently in the scene.

  • Shows parent–child relationships

  • Used to select objects precisely

  • Helps organize complex scenes

  • Supports grouping and nesting

Selecting an object here will update the Inspector automatically.


Inspector

The Inspector displays data for the currently selected object.

When an object is selected (from the Hierarchy or Viewport), its components and properties appear in the right-hand panel.

Most values are intentionally self-explanatory, but the sections below describe the core components you’ll see most often.


Transform

Controls the object’s spatial data:

  • Position - where the object exists in the world

  • Rotation - how the object is oriented

  • Scale - the size of the object

You can also reset transform values directly from this component.


Scripting Tip

These values can be modified at runtime using context helpers such as:

Material

Controls the visual appearance of the object.

Common material properties include:

  • Base Map - the primary texture

  • Detail Map - an overlay texture for added surface detail

  • Normal Map - adds lighting depth and surface definition

Most other material options follow standard rendering conventions and should feel familiar if you’ve worked with modern engines before.

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