DOCS
Building games

The editor

Edit vs Play, the scene browser, the Inspector, types and rules — and what Edit actually shows you.

The Game Editor is the chat, the live preview, and a visual editor over the same game. You toggle into Edit, rearrange and retune things with your hands, and drop back into the chat loop without losing your place.

Edit vs Play

The preview toolbar has an Edit / Play toggle on the left, and ⌘E does the same thing (suppressed while you're typing, so it can't fire mid-prompt).

What you're looking at
PlayThe game running. Your code, your save, entities spawned at runtime.
EditThe scene's design data — the entities you authored, at their authored positions. No game code runs, no save is loaded.

Edit does not show you a paused copy of the running game. That distinction matters: a running game has moved things, loaded a save, and spawned bullets and crops that were never part of the scene. Dragging those would either persist nothing or persist nonsense. Edit shows the design — which is exactly what a scene editor should let you edit.

Switching modes reloads the preview, because the two are genuinely different programs. Expect a second or two.

The left rail

Four tabs, plus chat:

Scene

Two sections, stacked like Figma's Pages and Layers.

Scenes — every scene in the game. Click to switch. The + creates a scene or a folder; right-click gives you Rename, Duplicate, Set as initial, Delete. Drag to reorder or move into a folder.

Entities — the hierarchy of the current scene. Click to select (the Inspector opens); double-click the name to rename it. Alt-click on the canvas cycles through overlapping entities.

Creating, renaming, duplicating and deleting scenes is committed immediately and is not covered by ⌘Z. If you delete the wrong scene, recover it from change history, not undo.

Assets

The project's images and spritesheets as a drag source. Drag one onto the canvas and you get a sprite entity there. For everything else asset-related, see Assets.

Types

Reusable entity types — the component-and-instance model. Select an entity and hit Convert to Type and it becomes a type with an instance in the scene; drag the type from this tab to place more. Change the type and every instance changes.

This is the right shape for anything there is more than one of: enemies, coins, crates. It also makes behaviour code stable — the agent binds behaviour to a type or a role, never to one entity's id, so a new instance you place picks up the behaviour automatically.

Rules

Game-wide tunables rendered as a form — the numbers your game reads at runtime, with sliders and dropdowns where the game declared sensible ranges. Edits apply live.

For larger, tabular content — prices, enemy stats, loot — use Data tables instead.

The Inspector

Select an entity and the Inspector slides in from the right:

  • Transform — position, rotation, scale. Arrow keys nudge (Shift for 10).
  • Visual — the fields for that kind of entity: sprite, fill, frame.
  • Properties — behaviour parameters the agent wired (speed, damage).
  • Hitbox / depth anchor — a summary, with a launcher into the Image Editor where they're authored.
  • Tilemap painting — when a tilemap entity is selected.
  • Ask AI — at the top. Type a prompt scoped to this entity and the agent gets the entity's context automatically, so "make this one faster" works.

Rect entities have edge and corner resize handles on the canvas, and drags snap to align with other entities.

World and HUD

The toolbar's World / HUD pill switches which layer you're editing.

  • World — the gameplay scene. Entities have real positions.
  • HUD — the overlay. Widgets have an anchor (a nine-point grid position) and an offset, not free coordinates, so they stay put on any screen size.

In HUD mode the world is hidden, so you're laying out the HUD on a neutral background rather than over a map. HUDs are first-class resources with their own browser: create them, rename them, switch which one you're editing. A world scene binds a HUD — assign, detach or create one from the binding control under the scene list. One HUD can be shared by many scenes.

More: HUD scenes.

Debug view

The Debug mode toggle overlays physics information: authored hitboxes and depth anchors in Edit, live bodies and velocities in Play. It is the fastest answer to "why doesn't this collide properly". 2D games only.

Saving

Two kinds, on purpose.

Silent auto-save — about ten seconds after you stop working, your edits are written to disk. No build, no commit, no reload; the preview doesn't flinch. This exists so you cannot lose work, and it deliberately does not clear your undo history.

Explicit save — the Save pill, ⌘S, switching to Play, or publishing. This runs the whole pipeline: write, build, commit, upload, reload the preview. Five to fifteen seconds, with an overlay over the canvas so an edit made mid-save can't be dropped.

Undo

Per-mode command stacks — world edits and HUD edits track their own history.

KeyAction
⌘EToggle Edit / Play
⌘SExplicit save
⌘ZUndo
⌘⇧Z / ⌘YRedo
Backspace / DeleteDelete the selected entity
Arrow keysNudge 1px (Shift: 10px)
Alt + clickCycle overlapping entities under the cursor

Undo survives silent auto-saves. It does not survive an explicit save, a scene switch, or a rebuild — those re-baseline from disk, which is why the work is safe even though the history is gone.

When Edit has nothing to show

Some games have no editable scene data — everything is constructed in code. Edit says so, and offers to have the agent convert it, or to make one specific thing editable:

Make the player and the enemies editable.

The editable unit is the entity: an entity that exists in the scene file can be selected, moved and inspected. One built in a loop inside game code cannot, until it is extracted.

3D games

3D games have an Edit mode too, but it is much smaller — one scene list, click to pick, drag on the ground, an Inspector with a couple of fields, and an explicit Build. No gizmos, no undo. See Editing a 3D scene.

Common workflows

Adjust what the agent placed. Drag it in Edit, save, keep chatting.

Add three more enemies in specific places. Drag the enemy type from Types onto the canvas three times. Save.

Tune a number without spending a turn. Select the entity, edit the field in the Inspector, save. Or use Rules if it's game-wide.

Ask about one entity. Select it, type into Ask AI. The agent knows which one you mean.

Next steps

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