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.

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 — a blue insertion line shows where the tab will land as you drag — right-click to rename or remove, and press + to add a new one. Your changes to each layout — split sizes, where panels sit, which tab is active, even workspaces you add or rename — are saved automatically and restored the next time you open the editor. (The layout is stored per-user in ~/.renzora/layout.json; delete that file to reset every workspace to its default.)
Two reset actions live under the View menu: Reset Layout restores the active workspace's panel arrangement to its built-in default, and Reset Workspace rebuilds the entire ribbon — discarding any workspaces you added, removed, renamed, or reordered and restoring every default workspace's layout.
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.
You can also drag a panel's tab up onto the workspace ribbon (the tabs in the top bar, or the +) and drop it there: that pops the panel out into a brand-new workspace of its own, named after the panel. It's the quickest way to give a single tool the whole screen — the panel moves out of its old workspace, and the new one is selected for you.
To add a panel, click Add Panel on an empty space. You'll get a searchable picker with everything grouped by category:

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.

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.

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 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.

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).
The Assets browser
The Assets browser along the bottom is a file explorer for your project: a folder tree on the left and a grid (or list) of the current folder's files and sub-folders on the right.
What you can do here:
- Double-click a folder to open it, or a file to open it in its editor (materials, blueprints, scripts, particles, …). Double-clicking a scene (
.bsn) opens it in its own scene tab, loaded from disk. - Click to select;
Ctrl+Clicktoggles,Shift+Clickextends the range. - Left-drag in empty space to box-select. Drag near the top or bottom edge and the grid auto-scrolls so the selection can reach files that are off-screen.
- Drag a file onto a folder to move it, or out into the viewport to spawn it. Dragging a scene (
.bsn) onto the viewport or the Hierarchy adds it as a nested scene instance. - Right-click any item for an Open action (routes to the matching editor; for a scene this is Open Scene, which loads it into its own tab), Rename, Duplicate, Favorite, Reveal in Explorer, Delete — and a color-coded create-new section (the same one the Add button opens) so you can make a new asset without reaching for the toolbar. New files land in the current folder.
- To rename a file or folder inline, press
F2, click its name while it's already selected, or pick Rename from the right-click menu. The whole name starts highlighted, so typing (orDelete) replaces it; pressEnterto confirm orEscto cancel. - Use the toolbar to Add a new asset, Import, create a New Folder, change the sort order, switch between grid and list views, and zoom the tiles. The Add menu (and the right-click menu) creates a Material, Blueprint, Lua Script, Rhai Script, Particle, Template (HTML markup UI), or Scene (BSN) — each row color-coded to match its file type's accent on the tiles.
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.