Atlas Editor
Learn the scene, object, asset, viewport, play-mode, and export workflow.
Atlas Editor is the visual workspace for Atlas projects. It edits the same project.atlas, .ascene, material, UI, and asset files used by the standalone runtime, so changes made in the editor remain ordinary project files.
Understand the workspace
- Viewport renders the active scene and provides transform tools.
- Hierarchy shows scene objects and their parent relationships.
- Inspector edits the selected object's transform, material, and components.
- Content Browser manages project assets and supports model import.
- Console and debugging panels show runtime messages and diagnostics.
Scenes open in tabs above the viewport. The runtime remains the source of truth: editor actions mutate the embedded runtime, and the panels refresh from the resulting scene snapshot.
Create and arrange a scene
Use Shift A to open Add Object, Shift N for an empty object, Shift C for a camera, and Shift L for a point light. Select an object in the hierarchy or viewport, then use:
| Action | Shortcut |
|---|---|
| Move | G |
| Rotate | R |
| Scale | S |
| Constrain to an axis | X, Y, or Z |
| Toggle local or world space | Shift T |
| Frame the selection | Tab |
| Duplicate | Command D |
| Delete | Backspace |
Press Enter or left-click to confirm a modal transform. Press Escape or right-click to cancel it. Middle-drag orbits the view, while right-drag pans it.
Work with assets
The Content Browser represents files inside the project. Drop OBJ, FBX, glTF, GLB, or DAE assets onto the viewport to import a model. Rename an asset with Enter, search assets with Command Option F, and refresh the asset database with Command Shift R.
Keep asset paths inside one of the directories listed by [game].assets in project.atlas. Scenes and scripts refer to those project-relative paths so packaged games can resolve them.
Add behavior
Attach built-in components such as Rigidbody or Audio Player from the Inspector. For gameplay logic, create a TypeScript component with the CLI, attach it as a script component, and edit its exposed values in the Inspector.
The editor watches JavaScript and TypeScript files. When scripts change, it can recompile and reload the embedded runtime so the scene uses the new behavior.
Play safely
Use Command P to play or pause, Command Shift K to step one frame, and Command Shift L to stop. Entering play mode saves the scene, compiles scripts, reloads the runtime, and enables simulation. Stopping reloads the saved scene, discarding runtime-only movement and mutations.
That boundary is useful: edit mode changes should be saved, while play mode is a disposable test of the current saved state.
Save and export
Use Command S to save the scene and Command , for project settings. Command B builds the project, Command Shift B runs it, and File → Export Project opens the packaging workflow with visible progress and logs.
Before exporting, verify the main scene, rendering mode, target platform, application identifier, version, and icon in the project configuration. The exported application uses the same runtime behavior as atlas pack.