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.
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.
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.
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.
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.
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.
Menus worth knowing¶
| 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:
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.
Next: build your first game in 15 minutes.