Editor tour

A guided look at the editor window: menus, the mode bar, tabs and unsaved markers, saving, undo, the Settings dialog, navigation history and pop-out windows.

10 min read

The window at a glance#

With a project open, the editor window is four horizontal bands:

The Vastopia Editor with a map open: menu bar, mode bar, left panel, viewport and right panel
The editor with the ShowCase project's home map open in Terrain mode

BandWhat is in it
Top menu barThe brand mark and the Project, Edit, Assets, Settings and Help menus on the left; the AI chip, Server Logs, Play Local, Play Live, Publish and your account button on the right
Mode barOne button per editor: Map Editor, GUI Editor, Data Editors, Script Editor, Assets, Library, Tools, Game Settings
WorkspaceThe active editor. The Map Editor also shows a left panel with map properties and a minimap; every other editor fills the full width with its own panels
FooterText-size controls S, M, L and XL

The window title reads <Project name> - Vastopia Editor. The mode bar and Server Logs are disabled until a project is open, and the layout reflows to any window size; only when the window is smaller than the interface's minimum does everything scale down uniformly so nothing clips.

The top menu bar#

Project menu#

ItemWhat it does
New Project...Opens the New Project wizard (Create your first game)
Open Project...Opens the project-folder picker
Save ProjectSaves every editor that has unsaved work and stamps the project's modified time
Save Project to CloudSaves, then uploads the project source under its game ID so another signed-in machine can download it. Requires sign-in. See Cloud project sync
Close ProjectReturns to the project hub, asking about unsaved changes first
Project Settings...Opens the Settings dialog
Export Game...Opens the Export Game dialog, which writes the project's maps, data files and UI to a folder or a single .pck file on your disk
Export as Template...Zips the open project as a reusable template (Templates and gameplay systems)
ExitQuits, asking about unsaved changes first

Edit menu#

Undo and Redo mirror the keyboard shortcuts and show the name of the action that will be undone (for example "Undo Place Prop"). Cut, Copy and Paste are listed but do nothing in this release.

Assets menu#

Import Assets..., Import 3D Model... and Import Texture... switch to the Assets tab and start an import. Asset Browser switches to the Assets tab; Asset Browser in New Window opens it as a separate window (see below). Refresh Assets reloads the asset database, Scan for Existing Assets registers files already in the project folder, and Optimize Model Textures... opens the texture-cap tool described in Models.

Settings and Help menus#

Editor Settings..., Project Settings... and Theme... all open the same Settings dialog on different concerns. Keyboard Shortcuts... is present but not yet wired; the rebindable keys live on the Settings dialog's Keybinds tab instead. The Help menu lists Documentation, Tutorials, Community Discord, Report a Bug and About Vastopia Editor.

Right-hand controls#

ControlWhat it does
AI chipReads AI Off or AI · <project> and opens the AI assistant configuration. See AI setup
Server LogsOpens the Server Logs view, a live log of the test server that Play Local provisions
Dev Test, Pack Project, Dev ClientDeveloper-only. Shown only when the editor runs from its Godot source project; the installed editor hides them
Play LocalBuilds and uploads the project, provisions a temporary test server and launches the client into it. The button itself shows the run's progress
Play LiveLaunches the client into your deployed game. Disabled until the game is live; the tooltip says why
Publish / UpdateOpens the Publish Game popup. The label reads Update once the game has a published listing
Live badgeAppears next to Publish once the game has a platform ID: green Live (v...) when a version is deployed, otherwise Test
AccountYour username and avatar once signed in, or Account to sign in

Testing and publishing are covered in Test your game and Publish your game.

The mode bar#

Each button switches the workspace to an editor. Editors are kept in memory when you switch away, so switching never discards work and never prompts; what you left open is still open when you come back.

The mode bar: Map Editor, GUI Editor, Data Editors, Script Editor, Assets, Library, Tools, Game Settings

ButtonEditorDocumentation
Map EditorTerrain, objects, props, NPC spawns, locations and walkability, one map per tabMap Editor
GUI EditorInterface screens, the tab bar and the in-game HUD, one screen per tabInterfaces & HUD
Data EditorsItems, NPCs, objects, animations and VFX definitionsData Editor
Script EditorServer-side C# scripts, schemas and the API reference, one file per tabScript editor
AssetsImport and organise models, textures, audio and other filesAsset manager
LibraryBrowse the public cloud asset catalog and pull assets into the projectCloud library
ToolsThe Game Tools hub: Skills Editor, Task Manager, Loot Tables, Shop Editor, Store Tool, Dialogue Editor, Recipe Editor, Location Editor, Combat Scripts, Buff Editor, Special Attacks and Quest EditorGame Tools
Game SettingsStarting map, spawn tile, and the development paths for source checkoutsGame config

Hover any mode button for a tooltip; right-click it for a longer description of what that editor does.

The Building Editor#

The Building Editor is not on the mode bar. Open the Map Editor, switch the bottom library panel to its Prefabs tab and click the Building button (marked with a plus sign) to assemble a new building in the 3D building sandbox, or right-click an existing prefab and choose Edit Building…. Clicking a prefab on that tab arms it for stamping onto the open map. See Building prefabs.

Unsaved-work badges#

A red circular badge on a mode button counts the unsaved items inside that editor: three dirty maps show 3 on Map Editor, an edited item shows 1 on Data Editors. The badge refreshes every 0.6 seconds and pops in when it first appears. Because editors stay in memory, a badge can sit on an editor you are not looking at; it is the reminder to go back and save.

Tabs and the dirty marker#

The Map, GUI and Script editors keep one tab per open map, screen or file. When a tab has unsaved changes its title gains a trailing asterisk: Home becomes Home*. The Data Editors use the same convention with a space, Bronze Sword *, on each open entity tab. Saving removes the marker.

A script tab can be floated out of the editor: right-click it and choose Undock. The floating window keeps its own dirty marker in its title and saves with Ctrl+S like the docked view. Schema files and the read-only API reference cannot be undocked.

Saving#

Ctrl+S saves the thing in front of you and is handled by whichever editor is active:

EditorCtrl+S saves
Map EditorThe map in the active tab
GUI EditorThe interface in the active tab
Data EditorsThe entity in the active tab
Script EditorThe script in the active tab (or the focused undocked window)
ToolsThe table or task editor currently showing
Building EditorThe building being assembled

To save everything at once use Project > Save Project. Quitting or closing the project with unsaved work raises an Unsaved Changes dialog listing the dirty tabs by name, with Save, Don't Save and Cancel.

Autosave#

Autosave is off by default. Turn it on under Settings > Editor Settings... > Editor > Files & Saving > Autosave, choosing Every 2 min, 5 min, 10 min or 20 min. At each interval the editor saves every editor that has unsaved changes, the same as Save Project.

Undo and redo#

Ctrl+Z undoes and Ctrl+Y or Ctrl+Shift+Z redoes, in whichever editor is active. The Edit menu shows the same commands with the pending action's name.

Undo is scoped to the editor, and in the Map Editor to the map:

EditorWhat undo covers
Map EditorPer-map history: placing and deleting NPC spawns, objects, locations and other region elements; placing, removing and batching props; each prop paint stroke as one step; each terrain sculpt or paint operation; each walkability-flag stroke or smart fill. Switching map tabs switches to that map's own history
GUI EditorEdits to the open interface
Data EditorsEdits to the open entity
Script EditorText edits in the code view
ToolsTable edits; the Dialogue Editor keeps its own per-dialogue history
Building EditorPiece placement and edits in the open building

The Assets tab, Library and Game Settings have no undo; their changes are written as you make them.

The editor keeps a browser-style history of where you have been: the editor plus the tab that was open in it. The two side buttons on a mouse step back and forward through it, from anywhere in the window. Stepping into an entry switches to that editor and re-selects the recorded map, screen, script, entity, tool or asset category, provided it is still open; a closed tab is skipped. The history holds the last 100 stops. Tracked editors are the Map, GUI, Script and Data editors, the Tools hub (including its main menu), the Assets tab and Game Settings.

The Settings dialog#

Open it with Settings > Editor Settings... (or Project Settings..., Theme..., and Project > Project Settings...). The dialog is titled Settings, has three tabs, and applies every change immediately; there is no Apply button, only Close.

Editor tab#

SectionSettings
AppearanceColor scheme: Indigo (the default), Teal or Amber. Only the accent changes; layout and type stay the same. UI animations toggles hover, press and transition effects
ViewportZoom speed, Pan speed, Camera speed, Slow camera speed (while holding Shift), Orbit sensitivity, Invert orbit (vertical), Invert scroll zoom for the map viewport
RenderingQuality preset (Performance, Balanced, Quality) sets everything below at once: Render scale, Anti-aliasing (MSAA) (Off, 2x, 4x), Temporal anti-aliasing (TAA), Ambient occlusion (SSAO), Indirect lighting (SSIL), Reflections (SSR), Global illumination (SDFGI), Glow / bloom, Volumetric fog, Shadows, Prop shadows
Files & SavingAutosave interval
Source CheckoutsServer project and Client project paths for developers; see Install the editor

The rendering settings only affect the editor's viewport, never the published game. Prop shadows and global illumination are the expensive ones on dense maps.

Keybinds tab#

The Keybinds tab lists the Map Editor's rebindable shortcuts, grouped as Edit Modes, Terrain Tools, Object Tools, Camera and Placement. To rebind one:

  1. Click the key button next to the action. It reads Press a key….
  2. Press the new key. Modifier keys on their own are ignored; Escape cancels.
  3. The binding applies at once. Reset to Defaults restores every key.

The same key may be shared by actions used in different contexts: by default E and Q move the camera up and down while flying and rotate a prop while placing. Defaults for every action are tabulated in Keyboard shortcuts; the edit-mode keys are F1 Terrain, F2 Objects, F3 Region.

Project tab#

This tab needs an open project. World holds Max world size, the largest map footprint per side in world units (0 means unlimited; larger maps warn on save). New Map Defaults presets the Terrain type (Empty, Flat Grass, Hills, Mountains, Desert, Islands) and Lighting theme (Daylight, Sunset, Night, Overcast, Dawn) offered by New Map. The Project section shows the name, version, Platform game ID (or "Not linked") and folder location.

Text size#

The footer's S, M, L and XL buttons scale every label and control in the editor: 14, 18, 22 and 26 px respectively. Medium is the default. The choice is an editor setting, so it follows you across projects.

The asset browser in its own window#

When you have a second monitor, the Assets tab can live on it. Either choose Assets > Asset Browser in New Window from the menu bar, or click ⧉ New Window on the Assets tab's toolbar. A second asset browser opens as a real operating-system window titled Assets — <project>; the copy inside it carries a Dock Back button to close it and return to the tab.

Where to go next#

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