renzora
Game Engine

Editor Overview

Welcome to the Renzora editor! This is where you build your game — place objects, tweak them, write scripts, and press Play. This page is a quick visual tour so you feel at home the first time you open it.

Good news: the editor is the engine. What you see while editing is exactly how your game runs, so there are no surprises when you ship.

The big picture

When you open a project, the editor fills the window with a few main areas.

The full Renzora editor: the workspace ribbon runs across the top, the Scene tree sits on the left, the 3D viewport is in the middle with a colored move gizmo on a selected object, the Inspector is on the right, and the Assets browser runs along the bottom.

From the screenshot above:

  • Top bar — menus (File, Edit, View, Help) on the left, the workspace ribbon in the center, and Play, Settings, and window buttons on the right.
  • Left — your Scene tree (everything in the current level).
  • Center — the 3D viewport where you see and move your world.
  • Right — the Inspector, which shows the settings of whatever you click.
  • Bottom — the Assets browser, a file explorer for your project.

The window is borderless: drag the top bar to move it (double-click to maximize), and drag any edge to resize.

Workspaces

The tabs in the center of the top bar are workspaces. Each one is a ready-made layout tuned for a job, so the right tools are already in front of you:

  • Scene — build and arrange your level (this is the default).
  • Scripting — write Lua or Rhai code.
  • Blueprints — visual node-based scripting, no typing required.
  • Animation — clips, state machines, and timelines.
  • Materials — design how surfaces look with a node graph.
  • Particles — fire, smoke, sparkles, and other effects.
  • Debug — performance and diagnostics while you test.

Click a tab to switch. You can drag tabs to reorder them, right-click to rename or remove, and press + to add a new one. Your changes to each layout are saved automatically.

Panels can go anywhere

Every workspace is made of panels that you can rearrange to taste. Drag a panel's tab and drop it on the edge of another panel to split the space, or onto its center to stack it as a new tab. Drag the divider between panels to resize.

To add a panel, click Add Panel on an empty space. You'll get a searchable picker with everything grouped by category:

The Add Panel picker, listing every panel grouped by category such as Scene, Material, Debug, Audio, and Shader, with a search box at the top.

Don't worry about memorizing these — just open what you need, when you need it.

The Scene hierarchy

The Hierarchy panel is the tree of everything in your scene: lights, cameras, models, terrain, and more. Items can be nested, so a model can contain its own parts.

The Scene hierarchy panel showing a tree of entities — Terrain, World Environment, Camera, and an imported model with child parts — plus an Add Entity button, a search box, and per-row eye (visibility) and lock toggles.

What you can do here:

  • Click + Add Entity to create something new.
  • Drag an item onto another to nest it (parent / child).
  • Right-click for duplicate, delete, or rename.
  • Click the eye to hide an item, or the lock to stop accidental edits.

Selecting an item here highlights it in the viewport and fills in the Inspector. See Scenes & Hierarchy for more.

The Inspector

When you select something, the Inspector shows all of its settings, grouped into sections called components.

The Inspector showing the selected World Environment entity with its components: Name, Transform with Position/Rotation/Scale fields, Visibility, and a Directional Light with Illuminance, Color, and Shadows.

In the shot above you can see common components:

  • Transform — position, rotation, and scale.
  • Visibility — show or hide the object.
  • Directional Light — brightness, color, and shadows.

Type new numbers into any field to change them live. Use Add at the top to attach more components (a physics body, a script, a custom one your plugins provide). For the full list of what each component does, see the Inspector docs.

The 3D viewport

The viewport is your window into the world. Click an object to select it, and a gizmo appears so you can move, rotate, or scale it by dragging the colored handles.

The 3D viewport with a parked scooter selected in a street scene; a colored transform gizmo and selection outline let you move, rotate, or scale the object directly.

The toolbar at the top of the viewport switches your tool between Select, Translate (move), Rotate, and Scale. To look around, orbit, fly, and zoom with the mouse — the full controls are listed in Viewport & Camera. You can even open up to four viewports at once to see your scene from different angles.

The Console

The Console is where the engine talks to you. Messages stream in as you work and while you test your game, sorted into categories so you can focus on what matters.

The Console panel streaming categorized engine log messages, with Clear and Copy buttons, info/warning/error filters, a search box, and a command input that reads "Type /help for commands" at the bottom.

Use the filter buttons to show only warnings or errors, search to find a message, and the box at the bottom to type slash commands (start with /help to see what's available).

Scaling the UI

If the editor looks too small (or too large) on your monitor, open Settings → Interface (Ctrl+,) and pick a UI Scale under Display — from 75% to 300%, applied instantly on top of your OS DPI setting. The choice is saved per user, so it sticks across projects and restarts. If you ever pick a scale that makes things awkward, press Ctrl+0 to snap back to 100%.

Handy shortcuts

A couple of shortcuts you'll use constantly:

  • Ctrl + P — open the command palette, a quick search for any action or tool.
  • Ctrl + Z / Ctrl + Y — undo and redo.

What's next?

Now that you can find your way around, learn about Core Concepts — entities, components, scenes, and how scripts attach to them.

Want to build your own editor panels or dig into the architecture? That's covered in the advanced Building Editor Panels guide.