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-------------------------------------
COMPILATION WITH VISUAL STUDIO 2019
-------------------------------------
Open GAM300.sln with VS2019.
In the toolbar, there should be a section
with the following buttons:
[Debug/Release] [x64] [Local Windows Debugger]
- The project can be built in both Debug and Release,
but for general use, Release is recommended.
- Click [Local Windows Debugger] to start compilation,
when it is done, the editor will launch automatically.
In case of complications:
- If there are errors during compilation regarding memory,
it is advised to try the compilation again, or to clear
your RAM.
-------------------------------------
EDITOR STARTUP
-------------------------------------
On startup, the editor shows the Create/Load Project screen.
It will also show a simple history of opened projects.
== Create Project ==
- Use file dialog to select a directory to create Project in
- Enter a name for the Project
== Load Project ==
- Use file dialog to select a .humproj file to load it
--------------------------------------
EDITOR MAIN
--------------------------------------
The main editor is shown when a Project is loaded.
== Controls Cheat Sheet ==
W Activate Transform Gizmo
E Activate Rotation Gizmo
R Activate Scale Gizmo
SHIFT (HOLD) Activates Snapping on Gizmos
Z Toggles between Local and World mode on Gizmos
M MOUSE Move Camera in Viewport
R MOUSE Rotate Camera in Viewport
While holding R MOUSE:
W Move Camera forward
A Move Camera left
S Move Camera backward
D Move Camera right
CTRL+C Copy Selected GameObject
CTRL+V Paste Copied GameObject
CTRL+Z Undo
CTRL+Y Redo
DEL Delete Selected GameObject
== Main Menu Bar ==
_ File
|_ New Scene
| > Shortcut (Ctrl+N) currently does not work
| > Clears the scene (Currently same as Reset Scene)
|_ Reset Scene
| > Clears the scene (Currently same as New Scene)
|_ Save Scene
| > Saves the current scene to the Scenes file in the Project
| assets directory (scenes can be opened from the File
|_ Open Project
> Opens a file dialog to select a .humproj file to load it
_ Edit
|~ Currently empty
_ Assets
|_ C# Scripts
||_ Hot Reload
| > Recompiles all project scripts to reflect latest changes
|_ Recompile Assets
> Recompiles assets to reflect the latest changes
_ GameObject
|_ Create Empty
| > Creates an empty GameObject at root level
|_ Create Empty Child
| > Creates an empty GameObject, making it the child of the
| currently selected GameObject; doesn't work if no
| GameObject is selected
|_ Light
|_ Directional Light
| > Creates a GameObject with a Light component; preset to Directional
|_ Spot Light (Currently not working)
> Creates a GameObject with a Light component; preset to Spot
(Selections in this menu add the corresponding Component to the
selected GameObject; if no GameObject is selected, nothing happens)
_ Component
|_ Transform
|_ Mesh Renderer
|_ Light
|_ Material
|_ Behaviour
|_ Physics
|_ Rigid Body
|_ Colliders
|_ Box Collider
|_ Sphere Collider
|_ Cone Collider
|_ Cylinder Collider
|_ Mesh Collider
_ Tools
|_ ImGui Stack
| > Useful for debugging ImGui, which is used for the editor
|_ ImGui Metrics
| > For inspecting ImGui performance
|_ Tags & Layers
> Opens a window for editing tags and layers in the project
_ Window
|_ Redock Windows
| > Resets positions and docking of Editor windows to the defaults
|_ Scene Viewport
||_ Expand Scene
| > Pops the Scene window out of the docking, and expands it
| to fill the Editor window
|_ Game Viewport
||_ Expand Game
| > Pops the Game window out of the docking, and expands it
| to fill the Editor window
|_ Toggle Windows
> Selecting an option in this menu brings the corresponding window to the front
_ Help
|_ About
> Opens a popup containing information on the editor software itself
== Toolbar ==
In the middle, there is a Play and Pause button.
These control the simulation of the engine.
Starts in Play mode by default.
== Scene Viewport ==
Hold and drag the middle mouse button to move the camera.
Hold and drag the right mouse button to rotate the camera.
If a Camera is in the scene, the scene needs to be paused
before the editor camera can be used.
This is also where gizmos can be interacted with.
Click and drag on the various handles to manipulate the transform.
In the top left, gizmo related buttons are shown.
The first three allow for the activation of specific gizmos:
- T: Transltion Gizmo (W)
- R: Rotation Gizmo (E)
- S: Scale Gizmo (R)
The top right displays if the gizmos are currently in snapping mode,
and Snp will be highlighted if snapping is enabled.
Snapping is activated by holding Shift.
Gizmos can also be toggled between Local and Global/World mode (Z).
This is indicated in the top right with L and G respectively.
== Game Viewport ==
Shows the same view as the Scene Viewport, but lacks the
gizmos and camera controls.
Will lock the cursor to the center of the viewport when focused.
The lock can be broken by using ESC.
== Hierarchy ==
Create button (+) creates a new entity.
There is a text input for adding/changing the
name of the current scene.
There is a text input for finding specific entities
Entities can be selected here, and more details
will be shown in the Inspector.
Entities can be dragged onto a target Entity, making it
a child of the targeted Entity.
Child Entities can be removed from parents by dragging them to
an empty space on the Hierarchy.
== Inspector ==
Checkbox allows for toggling of the Entities isActive state.
(This only darkens the Entities name in the Hierarchy at the moment)
Text input allows for re/naming of the Entity.
The remaining space is populated with Component editing widgets,
comprised of either numerical inputs or dropdowns.
Numerical inputs can be dragged to adjust the values
based on a step. They can also be double-clicked to allow for
keyboard input.
Dropdowns can be used as one would expect.
== File Browser ==
Used to view the contents of the Assets folder.
A panel on the left shows the directory treee and
can be used to skip to specific subfolders
in the Project's Assets folder.
Scenes can be found in the Scenes subfolder.
Scene files can be double-clicked here to load them.
They can also be dragged into the scene viewport.
Entities dragged here from the hierarchy will be made
into Prefabs.
Prefabs can be dragged into the scene viewport.
== Profiler ==
- Stats
-- Shows various stats such as the FPS and Frame Time
-- Also shows some device stats
- System Times
-- Time taken by each system to run that frame;
bars shown are proportional to the frame time
-- Can also be shown as a table of numbers
- Memory Usage
-- Currently not in use
== Logger ==
Shows logs from the engine.
Buttons along the top can be used to filter specific error messages.
There is also a textbox for filtering messages.
== Scene Camera ==
Allows for more numerical control over the editor camera.