reckfellENGINE

Editor

Panels, transforms, run controls and error output.

On this page

In the default layout, Inspector and Hierarchy sit on the right. Document, code and game tabs can be reordered; layouts retain panel placement.

The four main areas

AreaPurposeExample
HierarchyLists the current document's objects and parent relationshipsSelect Cube
2D or 3D workspaceDisplays objects and lets you arrange themMove the cube
InspectorShows the selected object's or resource's propertiesChange Position.X
AssetsShows project filesOpen Main.rscene

Panels can be moved or docked, so their positions may differ. Identify them by name and purpose.

Select and change an object

  1. Select Cube in the hierarchy.
  2. In the inspector, expand Transform and change Position.X from 0 to 2. Confirm the input.
  3. The cube moves right relative to its root. Set the value back to 0.
  4. Change Scale.Y to 2: the cube becomes taller. Restore it to 1.

Position controls location, Rotation controls orientation and Scale controls size. 3D uses three axes: X, Y and Z. Y usually represents height.

The editor camera and the game camera

Navigating the workspace moves the editor camera. The game looks through an active Camera3D in its hierarchy. A good editor view does not automatically become the view in the running game.

To find a lost object, select it in the hierarchy and press F with the 3D workspace focused: the editor frames the selection. If the shortcut does nothing, click the workspace first.

Save, undo and run

ActionShortcutWhen to use it
Save documentCtrl + SBefore running and after a completed change
Undo the last actionCtrl + ZAfter an accidental move or edit
Run current documentF6Test an individual level, prefab or interface
Run projectF5Start the game from its assigned main document
StopF8Return to normal editing

An asterisk next to a document name indicates unsaved changes. Saving the document does not save code in a separate external C# editor: press Ctrl + S there too.

During a run, the Remote tree shows objects in the running game. For normal permanent edits, stop the game and return to the Local tree. Changing a live instance does not mean you have saved its source document.

Where errors appear

The Output panel contains messages from the game and build process. The Debugger helps inspect runtime errors. Start with the first error pointing to your own file and line. Later errors may be consequences of the first one.

See troubleshooting for common messages and checks.

Assets

Assets is the current project’s file panel: scenes, prefabs, models, textures, audio and C#. Open it with Ctrl + Space. Double-click to open a resource; drag a prefab into the hierarchy to create an instance.

After adding a source file, wait for import. Move resources through the editor to preserve known references; check asset:// strings in C# separately. Editing a shared material affects every object using it — duplicate it for an independent variant.

Current editor tools

Code opens in the built-in IDE; block-based logic uses SharpGraph. Use Terrain for ground surfaces and post-processing for camera looks. The Lit menu includes searchable diagnostic modes; see renderer selection.

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
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