reckfellENGINE

Editor overview

Main panels, working loop and object, project and editor settings.

On this page

Use the editor to assemble levels, configure resources, write code and run the project. This page maps the main desktop editor panels and a working development loop. For installation and a first launch, follow your first project.

Where to work

Panel or areaPurpose
HierarchyThe open level’s Entity hierarchy: selection, parent relationships and object structure.
InspectorProperties of the selected Entity or resource. Check the object name before editing.
Content BrowserProject files, imported resources and access to their editors.
2D / 3D workspacePlacement and visual editing of the corresponding objects.
Script editorScript work; C# projects also require a managed-code build.
Output and debugging panelsBuild and run results, errors, warnings and the debugged game’s state.

Labels may be translated by the editor language. Layouts can change, so identify a panel by its name and purpose rather than a permanent left or right position. Find a hidden panel through Editor → Editor Docks.

A typical working loop

  1. Open or create a .rscene level. Select an Entity in Hierarchy.
  2. Find a resource in Content Browser and assign it to a compatible Inspector property. A resource file is different from an Entity instance.
  3. Configure properties and attach a C# script where logic is needed. Fix build errors before checking behavior.
  4. Save the level, .rprefab prefab and separately edited resources where required.
  5. Run the intended level or project. On failure, read the message with its file path and line before changing code.
  6. Stop the game and save intentional changes in local source files. Editing an object in the remote process does not itself save the level.

Running the current level and running the project have different targets. The project uses its configured startup level; the current level is useful for isolated testing. If the wrong scene starts, check the run command and project startup level.

Distinguish three kinds of settings

  • Object properties in Inspector belong to the selected Entity or resource.
  • Project Settings configure the game: input, window, physics and other project behavior.
  • Editor Settings configure the development tool: language, UI scale, theme and navigation. They are not the appearance of your game.

Panel layout is another separate setting. Changing it does not replace project settings or convert levels.

Continue with your task

TaskGuide
Understand parents, Owner and lifecycleEntities and hierarchy
Locate and import a fileContent Browser
Edit properties and save shared materials correctlyInspector
Configure scale, panels and windowsCustomize the interface
Attach and build a scriptC#
Produce a standalone applicationExport

This page describes the desktop editor. Platform code in the source tree does not establish that a ready editor is available in a browser, mobile store or XR device. Use actually published builds and their requirements.

The main panels were checked in the current installed editor. Physical UI actions and every platform variant were not tested here.

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