Hazel

Undo & Redo

Every scene edit you make in the editor is undoable, and the history is shared across the panels that edit the same thing — so Ctrl+Z does what you expect no matter which panel you were working in.

The keys

KeyAction
Ctrl+ZUndo the last edit
Ctrl+Y (or Ctrl+Shift+Z)Redo

These are rebindable like every other shortcut (Ctrl+P → search "Undo", or Settings → Keybindings). Undo/redo is an editor-only feature — it does not ship in an exported game.

While you are typing in a text field, Ctrl+Z undoes the text edit, not a scene action — the scene undo only fires when a UI field doesn't have keyboard focus.

What can be undone

Undo is wired through the whole editor:

  • Transforms — moving, rotating, scaling with the gizmo, in both 3D and 2D viewports (each drag is one step; arrow-key nudges too).
  • The inspector — every field: numbers, vectors, colors, toggles, text, dropdowns, asset drops and the per-field reset button. Scrubbing a value is a single undo step per drag; a separate drag on the same field is its own step. Also adding/removing a component and toggling a component enabled/disabled (removing restores the component with its edited values, not a default).
  • The hierarchy — rename, reparent, reorder, group, lock, hide, spawn and delete.
  • Deleting anything — lights, cameras, imported models, 2D sprites/nodes, and groups (with all their children and components) restore faithfully, not just primitive shapes. A deleted entity comes back under its original parent, in place — undoing the delete of a child never drops it at the scene root.
  • Spawning — shapes, presets, components, drawn meshes.
  • Terrain — each sculpt or paint stroke is one undo step (this used to be a separate, hidden history; it is now part of the main one).
  • Tilemaps — each paint/erase/fill stroke, and the Randomise scatter, is one step.
  • The material editor — node moves, connections, deletes, adds, and pin edits (its own per-material history).
  • The blueprint editor — node/connection/parameter edits (its own per-blueprint history).
  • The particle editor — any change to the effect being edited.
  • The animation timeline — keyframe drags, deletes, interpolation changes and recorded edits.

Anything on the main scene shows in the History panel, which lists the undo/redo stack and lets you jump to any point by clicking an entry.

History is per-document

The viewport, hierarchy, inspector and terrain tools all edit the same scene, so they share one undo history — undoing in any of them walks the same timeline.

Self-contained document editors (the material graph, the blueprint graph) keep their own history. Whichever editor you last clicked into is the one Ctrl+Z acts on: edit some material nodes, press Ctrl+Z, and it undoes in the material editor; click back into the viewport and Ctrl+Z undoes scene edits again.

Loading, creating or switching scenes clears the scene history (the old entities no longer exist), and switching projects clears everything.

See also