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Editor tour

The editor is a dense, dark, native macOS app laid out like a professional content-creation tool: an outliner on the left, the viewport in the middle with a dock below it, the details panel on the right, and a status bar. Every panel calls the same tools agents use, so anything you do can be undone, replayed or scripted, and anything an agent does shows up in front of you.

Editor screenshotassets/editor/overview.webp · The whole window with a project open: outliner, viewport, dock (Assets tab) and details panel

Layout

Area What it does
Toolbar Transform tools (select, move, rotate, scale), gizmo space (world or local), snapping, play controls, the crew's presence avatars, undo and redo, and toggles for the three side panels
Outliner The entity hierarchy: drag to re-parent, toggle entities on and off, see which entities have behaviors, add entities, right-click to save an entity as a prefab
Viewport The live Metal view with gizmos, selection outlines, the stats overlay, a quality-tier picker and the debug-view menu
Dock Tabs: Assets (asset browser), Console (logs and errors), Activity (who changed what), Agents (the in-editor crew), Studio (roster, board, feedback, loops, messages)
Details The property grid for the selected entity: every component field with its range and documentation, asset pickers, behaviors with intent, code and graph
Status bar Play state, the selection, the latest activity and who made it, how many agents are working, the external-agent socket ("MCP listening", click to toggle) and the active renderer

Panels resize by dragging their edges; the layout and the selected dock tab are remembered.

Viewport controls

Action Mouse Trackpad
Orbit Drag on empty space, right-drag, or Option-drag Two-finger scroll
Pan Middle-drag Shift + two-finger scroll
Zoom Scroll wheel Pinch
Select Click; Shift or Cmd click adds or removes Click
Move by dragging Drag a selected object with the move tool
Frame selection (or everything) F F
Key Action
Q W E R Select, move, rotate, scale tool
Ctrl while dragging a gizmo Snap (default 0.5 m and 15°; the toolbar toggle snaps always)
Cmd+D Duplicate the selection
Backspace Delete the selection (one undo step)
Esc Clear the selection
Cmd+Z / Shift+Cmd+Z Undo / redo (any edit, by anyone)
Cmd+0 Frame everything

Play mode

Command Shortcut Tool
Play Cmd+P sim_control {"action": "play"}
Pause (editor pause) Shift+Cmd+P sim_control {"action": "pause"}
Step one tick toolbar sim_control {"action": "step", "ticks": 1}
Stop and restore Cmd+. sim_control {"action": "stop"}

While playing, the viewport forwards the keyboard, mouse and connected gamepads to the game (input actions from input.json). Stop restores the exact pre-play snapshot, so you can experiment freely. The editor's pause freezes everything; the game's own pause (pause_game()) is a different thing that keeps menus running: see Simulation and time.

Editor screenshotassets/editor/play-mode.webp · The editor while playing: the toolbar's play controls highlighted, the game's HUD in the viewport

The details panel and behaviors

Select an entity to see its components. Each field shows its documentation on hover and validates ranges; asset fields (material, texture, mesh) take a drag from the asset browser or a pick from the field's menu.

Behaviors appear at the bottom as cards: the intent in plain language, then the implementation with a Code | Graph switch. Code is Wander with diagnostics as you type; Graph is the same behavior as a node graph, and edits in either view regenerate the other. Weave asks the crew's gameplay programmer to write the behavior from its intent, with a test for every rule.

Editor screenshotassets/editor/details-behavior.webp · The details panel with a light component and a behavior card in Code view
Editor screenshotassets/editor/behavior-graph.webp · The same behavior in Graph view: entry node, exec wires, data nodes with inline pin values

Assets

The Assets tab lists every file the engine understands with type filters, search over paths, tags and descriptions, and lazily rendered thumbnails. Drag a mesh or prefab into the viewport to place it on the surface under the cursor; drag a material or texture onto an object to apply it. Right-click a model and choose Open in Blender to edit it live through the DCC bridge.

Editor screenshotassets/editor/assets-dock.webp · The Assets dock with type filters and counts, thumbnails, and the inspector showing an asset's license, provenance and usage

Agents and the Studio

The Agents tab is the in-editor crew ("Cloudlings"): chat with an agent, watch its tool calls stream, approve or decline actions when its autonomy is Ask. Avatars in the toolbar pulse while an agent works, the Activity tab records every edit with its author (user, agent:Nimbus, mcp:claude-code), and every edit is undoable.

The Studio tab holds the studio shared by the crew, the headless runner and external agents: a roster, a Kanban board, feedback with the director's verdicts and measured effects, loops and message threads. See Studio and crews.

Editor screenshotassets/editor/agents-chat.webp · The Agents tab: a conversation with a crew member, tool calls inline, an approval prompt
Editor screenshotassets/editor/studio-board.webp · The Studio tab, Board view with tasks across backlog, doing and review

Stats, quality and debug views

The viewport's stats overlay shows frame rate and CPU and GPU time; click its frame line for the per-pass GPU timings. While editing, the viewport renders in one of three quality tiers (fast by default, balanced, full) so heavy worlds stay responsive; play mode, captures and movies always render full quality. The debug-view menu switches the viewport to wireframe, overdraw, LOD, light complexity, G-buffer channels and more; see Debug views.

Editor screenshotassets/editor/stats-overlay.webp · The viewport stats overlay expanded to the per-pass GPU list
Menu Command Shortcut
File Open Project… Cmd+O
File Save Scene (back to the open scene's file) Cmd+S
File Save Scene As… Shift+Cmd+S
Game Play / Pause / Stop Cmd+P / Shift+Cmd+P / Cmd+.
Game Render Movie… Option+Cmd+M
Game Frame All Cmd+0

For agents

External agents can attach to the running editor and co-edit live: their edits appear in the Activity feed as mcp:<client>, and you can undo them. Enable the socket from the status bar (or Settings › External Agents), then point the agent at it:

skywalker mcp --attach

Inside that session, selection_get tells the agent what you selected ("this", "these"), selection_set and camera_set show you what it means, and viewport_debug_view switches the view you both see.

selection_get {}
camera_set {"frame": "Tower"}
viewport_debug_view {"view": "wireframe"}

Next: build your first game in 15 minutes.