Drag primitives/entities into the viewport, or click a light/camera to add it. Models, prefabs, textures & data files live in sidebar Content.
View ▾
Display
✓Grid
✓Sky & Fog
✓Debug Visuals
Grid Settings
Opacity0.65
Color
Fade100
Debug Layers
Viewports
✓Single
✓Split (2)
✓Quad (4)
Camera (active pane)
Perspective5
Top7
Front1
Right3
Left
Back
Bottom
Focus SelectedF
Reset Camera
Untitled
Interface
UI Scale100%
Toggle Sidebar Side
Sidebar tabs
✓Tabs at top
✓Tabs at bottom
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Persp
▶ PREVIEW MODE
Persp▾
Perspective5
Orthographic
Top7
Bottom
Front1
Back
Left3
Right
Lit▾
Lit
Unlit
Wireframe
Edges
Editor▾
Editor view
Project
Content
Scene
Terrain
Data
Levels
Per-project library (header switch). Drag textures / data / audio onto the viewport to copy API paths. Materials: double-click to open Shader Editor. Primitives & entities: Tools ▾.
▸🧩 Prefabs0
▸📦 Models
Drop .glb / .gltf here or click — you’ll pick export units (m / cm / …)
▸🖼️ Textures0
Drop PNG / JPG / WebP / GIF / KTX2 or click — project-scoped
100
▸✨ Particle Presets0
Xsatom VFX saved per project. Drag a row into the level, or pick in Abilities / class FX.
▸🖥️ UI Presets0
HUD & dialog layouts. Double-click a row to edit in UI Editor.
▸🎨 Materials0
Shader Editor presets for this project. Double-click a card to edit.
100
▸📄 Data0
Drop JSON / TXT / CSV tables, config, non-audio text
▸🔊 Audio0
Drop WAV / OGG / MP3 project-scoped sound
▸🎞️ Animation library0
Reusable clips (JSON) keyed by skeleton profile. Use the Animation editor to load/save and to edit joint tracks.
Drop Xs clip JSON here or click — export from Animation editor
📋 Scene Objects0
Properties
Select an object in the list or viewport to edit its properties here.
Name
Clip Δt
Transform
Position
xyz
Rotation
xyz
Scale
xyz
Collision
RH
WDH
HP
💡 Light
Color
Intensity0.5
Range
Falloff0
Edge blur0.55
Angle0.5
Penumbra0.3
Target
📷 Camera
Role
FOV42
Near
Far
Motion
Look X
Look Y
Look Z
Orbit radius
Orbit height
Orbit speed0.00012
🎯 Entity
Event
Action
Cine
Target
Value
Delaysec
Repeat
🌊 WAVE CONFIG
Wavesto0=∞
Per Waveenemies
Scaling+per wave
Intervalsec between
Delaysec after wave starts
Team
⚔️ Player Class (pick one)
👹 Enemy Types (check to include)
🎁 Loot Table
Radius
Timesec to capture
👹 Defense Enemies
Wavesdefense waves
🎁 Loot Table
DPS
Type
Dest
Mode
Race ID
Race start: set Count = checkpoints needed, Time = seconds limit. Use Value for zone name on banner.
🌊 Water Settings
Deep Color
Shallow
Fresnel
Opacity0.75
Wave Scale8
Wave Speed0.8
Wave Height0.15
Fresnel Pow2.5
Foam0.65
🎨 Materials
🎬 Animations 0
Speed1x
⛰️ Terrain
Size
Resolution
🖌️ Sculpt Brush
Radius3
Strength0.15
Falloff0.5
🎨 Paint Layers
Profile
Tex Scale16
🌐 Advanced
AO Strength0.4
Normal Str1.0
🌿 Foliage
Density8
Scale Min0.7
Scale Max1.3
0 instances
🔌
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