Editor Tour
A quick walk around the editor so you know what you are looking at. Each area has its own page with the detail.
The editor is the engine. What you see while editing is how your game runs.

The five areas
| Area | What it is |
|---|---|
| Top bar | The menu button, Settings, undo, redo, save, Play, and the workspace ribbon. Anything that acts on the whole session. |
| Viewport | Your live 3D view, in the middle. Its own tools sit in a strip along its top edge. |
| Hierarchy | The tree of everything in the current scene. |
| Inspector | The settings of whatever you have selected. |
| Bottom panel | A collapsible strip shared by every workspace, holding Assets, Timeline, Console and the Mixer. Ctrl+Space toggles it. |
The window has your operating system's own frame: move, maximize, minimize and resize it the way you would any other window. Its title names the engine version and the open project's folder, for example "Renzora Engine r1-alpha8 - C:\Games\My Game", and Help ▸ About has the full build details. A project opens in a centered 1600x900 window, smaller on a screen that can't fit it, rather than filling the screen; maximize it if you want the whole display.
The menu
Click ☰ to open the main menu. Your account is the first row, then File, Edit, View and Help. Hover one and its items slide out beside it. Settings is the last row, and the gear button beside ☰ opens the same thing in one click.
File starts with New Project, Open Project and Recent Projects, which lists the last ten projects you opened. Click one to switch straight to it.
Leaving a project closes every document in it, so all three of those ask first when anything is unsaved.
Workspaces
The tabs in the middle of the top bar are workspaces. Each one is a layout tuned for a job.
| Workspace | For |
|---|---|
| Scene | Building and arranging your level. This is the default. |
| UI | Laying out menus and HUDs. |
| Scripting | Writing code. |
| Blueprints | Node-based scripting. |
| Animation | Clips, state machines and timelines. |
| Materials | Designing surfaces with a node graph. |
| Particles | Fire, smoke, sparks and other effects. |
Click a tab to switch. Drag tabs to reorder, right-click to rename or remove, and press + to add one. Your changes to each layout are saved automatically.
Full detail is in Panels and Workspaces.
The Hierarchy
Everything in your scene, as a tree. Lights, cameras, models, terrain. Items nest, so a model can contain its own parts.

Click + Add Entity to create something. Drag an item onto another to nest it. Right-click for duplicate, delete or rename. Click the eye to hide an item, or the lock to stop accidental edits.
Selecting something here highlights it in the viewport and fills in the Inspector. See Scenes and Hierarchy.
The Inspector
Select something and the Inspector shows its settings, grouped into components.

The row at the top is the entity header: its icon, its ID, its label colour, an eye to hide it and a lock to pin the Inspector to it. Below that comes one section per component. Type into any field to change it live.
Use Add at the top to attach more components. See Inspector.
The viewport
Click an object to select it. A gizmo appears so you can move, rotate or scale it by dragging the coloured handles.

The strip along the top switches your tool between Select, Move, Rotate and Scale, and holds the snap, shading and view-angle controls. You can open up to four viewports at once.
See Viewport and Camera.
The Console
Where the engine talks to you. Messages stream in as you work and while you test.

Filter to warnings or errors, search to find a message, and type slash commands in the box at the bottom. Start with /help.
The Console keeps the most recent 100 messages and drops the oldest. Identical messages collapse into one row with a count. Raise the limit under Settings > Editor > Console Log Limit if you need deeper scrollback.
Two shortcuts to learn first
Ctrl+P | The command palette. Search for any action or tool. |
Ctrl+Z / Ctrl+Y | Undo and redo. |
The rest are in Keyboard Shortcuts.
What's next
- Core Concepts covers entities, components and scenes.
- Your First Project builds something.