VaelisDocs
v1.0.0
Editor · v1.0.0

Editor controls & exact locations

Exact Vaelis UI paths, panel positions, keyboard shortcuts, conditional tools, and where feature-specific buttons live.

View as Markdownllms.txt
Navigation ruleThis page is an index, not a substitute for feature docs. Each feature page also states the exact control path needed to perform its workflow.

#Editor layout

RegionLocationWhat it contains
Top toolbarAcross the topFile, Edit, GameObject, UI, Window; transform/navigation tools; Play/Pause; Export; Hub.
HierarchyLeft, fixed-width column (~213px)Current scene entity tree, search, folders, selection and add shortcuts.
ViewportCenterScene/Game tabs, viewport toolbar, canvas and editor gizmos.
InspectorRight, fixed-width column (~255px)Selected entity name/tag, components, property fields, Add Component and feature-specific buttons.
Bottom panelBottom edgeProject and Console tabs; scenes, sprites, audio, scripts, prefabs and runtime/editor logs.

#Top menu paths

PathOpen by clickingAvailable commands
FileFileSave Now / Saved, Save Project, Optimize Assets on Save, Load Project…, Export…, Extra Backup Storage, Restore from Backup Folder.
EditEditPhysics Layers… and Nav Areas….
WindowWindowHierarchy, Asset Panel and Inspector show/hide checkboxes; Show All Panels while any panel is hidden. See Editor settings & performance.
GameObjectGameObjectEmpty GameObject, Light, 2D Object, Shape.
UIUIText, Speech Bubble, Chat Log, Message Input, Joystick.
GameObject → LightGameObject → LightDirectional Light, Point Light, Spot Light, Area Light, God Rays, Freeform Light.
GameObject → 2D ObjectGameObject → 2D ObjectTileset, Tilemap, Nav World 2D, Stroke Path.
GameObject → ShapeGameObject → ShapeSquare, Circle, Capsule, Triangle.

#Toolbar tools and shortcuts

KeyToolWhen visibleExact behavior
QHand / PanAlwaysDrag to pan; scroll to zoom.
WTranslateAlwaysMove selected entity with transform gizmo.
ERotateAlwaysRotate selected entity.
RScaleAlwaysScale selected entity.
TTileWhen a Tilemap or Tileset existsPaint tile cells.
YEraseWhen a Tilemap or a Nav World 2D existsErase tiles / relevant paint data.
PPathWhen a Stroke Path existsAppend/move/insert path points.
UNav paint walkableWhen a Nav World 2D existsClick = walkable; Alt-click = clear override.
INav paint blockedWhen a Nav World 2D existsClick = blocked; Alt-click = clear override.
ONav area paintWhen a Nav World 2D existsClick = assign selected area; Alt-click = clear area.

#Selection, history and playback shortcuts

These global shortcuts are ignored while you type in a text field, while the Script Editor is open, and while the Export window is open. Ctrl is Cmd on macOS.

ShortcutActionNotes
Delete / BackspaceDelete the selected entitiesRequires a selection.
Ctrl+CCopy selectionYields to normal text copy when text is selected on the page.
Ctrl+VPaste
Ctrl+DDuplicate selectionCopy + paste in one step.
Ctrl+ZUndoScene edits and Animation-editor edits keep separate histories; undo acts on whichever editor is active. Up to 100 steps.
Ctrl+Shift+Z or Ctrl+YRedo
SpaceToggle PlayOpens or closes the Play window.

#Conditional controls

Some controls intentionally do not exist until the related scene object exists. This is important when documenting or generating instructions: do not tell users to click a hidden tool before creating the required object.

ControlCondition
Tile (T)A Tilemap or Tileset exists in the current world.
Erase (Y)A Tilemap or a Nav World 2D exists (a Tileset alone does not enable it).
Path (P)A Stroke Path exists.
U / I / O Nav brushesA Nav World 2D exists.
Nav bounds/cells viewA Nav World 2D exists.
Paint Area selectorNav Area tool O is active and named areas exist.