Razorbill

Editor Guide

The Razorbill editor is a professional ImGui-based application with a dark theme, dockable panels, and full keyboard shortcuts.

Viewport

The 3D viewport renders your scene with orbit camera controls in edit mode:

  • Left-click — Select entity (ray-cast picking)
  • Right-click drag — Orbit camera
  • Scroll — Zoom in/out
  • Middle-click drag — Pan

In play mode, the viewport renders through the active scene camera.

Transform Gizmos

Manipulate entity transforms visually with three gizmo modes:

KeyModeDescription
WTranslateDrag axis arrows to move entities
ERotateDrag axis rings to rotate entities
RScaleDrag axis handles to scale entities

Hold Ctrl while dragging for snapping (angle snap for rotation, grid snap for translation).

All gizmo operations produce SetProperty typed operations with full undo/redo support.

Panels

Hierarchy Panel

Tree view of all entities in the current scene. Shows parent-child relationships, camera indicators (cyan), and prefab instances.

Inspector Panel

Property editor for the selected entity. Shows all components with editable fields:

  • Transform (position, rotation, scale)
  • Material sliders (metallic, roughness, base color)
  • Physics properties (mass, velocity, kinematic flag)
  • Light settings (color, intensity, shadow resolution)
  • Script properties (per-instance editable values)

AI Chat Panel

Multi-turn conversational AI assistant. Type natural language prompts to:

  • Create and modify entities
  • Write and attach scripts
  • Set up lighting and materials
  • Generate terrain and worlds

The chat panel shows inline operation badges with accept/reject controls, and auto-compiles scripts with visible retry on errors (max 3 attempts).

Timeline Panel

Full operation history showing every change made to the scene:

  • AI badge — Changes made by the AI agent
  • Manual badge — Changes made through the editor
  • Click any timeline entry to revert to that point

Operation Queue

Staged changes waiting for review before committing:

  • Individual accept/reject per operation
  • Accept All to commit everything
  • Each operation shows its structured diff

Save Workflow

Keyboard Shortcuts

ShortcutAction
Cmd+SSave active scene
Cmd+Shift+SSave all dirty scenes
Cmd+ZUndo
Cmd+Shift+ZRedo

Dirty State Indicators

Unsaved changes are tracked via the undo stack:

  • Window title shows asterisk (*) when scene has unsaved changes
  • Scene menu shows dirty indicator

Close Protection

When closing the editor with unsaved changes, a dialog appears with three options:

  • Save All — Save all dirty scenes, then close
  • Discard — Discard all changes and close
  • Cancel — Return to the editor

Auto-Save Recovery

Optional periodic auto-save (default: OFF, configurable via File menu):

  • Saves to .scene.recovery files alongside scene files
  • On startup, detects recovery files and shows restore dialog
  • Recovery files are cleaned up after manual save

Play Mode

Enter play mode to test your scene with scripts, physics, and animation:

  1. Click the Play button in the toolbar (or use the keyboard shortcut)
  2. The viewport switches to the active scene camera
  3. Scripts execute their OnStartOnUpdateOnDestroy lifecycle
  4. Physics simulation runs with Jolt Physics
  5. Click Stop to return to edit mode

Play mode isolates state — stopping reverts all runtime changes.

Auto-Play

Launch the editor with auto-play for testing:

ENG_AUTO_PLAY=1 ./build/editor/eng_editor

Toolbar

The top toolbar provides quick access to:

  • Tool modes — W (Translate), E (Rotate), R (Scale)
  • Play controls — Play, Stop
  • Global search — Search across entities, assets, and scripts
  • Layout dropdown — Switch between panel layouts

Light Gizmos

Light entities show visual gizmos in the viewport:

  • Directional lights — Direction arrow showing light direction
  • Point lights — Sphere wireframe showing falloff radius
  • Light gizmos are color-coded to match the light color

Camera Gizmos

Camera entities display:

  • Frustum wireframe — FOV cone for perspective, box for orthographic
  • Cyan hierarchy indicator — Camera entities highlighted in the hierarchy panel
  • Preview mode — Toggle to render through the selected camera

Collider Gizmos

Collider entities show wireframe overlays:

  • Color-coded by state (static, dynamic, trigger)
  • Resizable via gizmo handles in the inspector
  • Supports box, sphere, capsule, and cylinder shapes

On this page