Manual

Editor Workflow

This guide explains how the Sendama editor is structured and how to move through the most common authoring loop.

Editor Overview

Mental Model

The editor has three main jobs:

  • manage scene hierarchy and scene metadata
  • manage project assets such as prefabs, textures, tile maps, scripts, and events
  • inspect and edit object, scene, prefab, and file properties

The usual loop is:

  1. select something in Hierarchy or Assets
  2. inspect and edit it in Inspector
  3. place or preview it in Main
  4. save when the change affects a scene

Panel Overview

Hierarchy

Hierarchy Panel

Shows the active scene and its object tree.

Use it to:

  • inspect the scene root
  • add objects
  • select objects
  • duplicate or delete objects
  • export objects as prefabs
  • reorder objects
  • parent and unparent objects through drag and drop

Important hierarchy behaviors:

  • dragging an object onto another object parents it under that object
  • dragging an object onto the scene row makes it a root object
  • dragging an object onto empty hierarchy space also unparents it back to the root

Assets

Assets UI

Shows the project asset tree rooted at Assets or assets.

Use it to:

  • browse folders and files
  • create scenes, prefabs, scripts, events, textures, and tile maps
  • inspect files
  • open textures and tile maps in the Sprite tab
  • open prefabs in the Inspector

Main

Main Panel

This is the work surface and has three tabs:

  • Scene
  • Game
  • Sprite

Console

Console Panel

Shows the current project logs:

  • logs/debug.log
  • logs/error.log

It is most useful while playtesting or when you want to confirm that a recent edit is producing the behavior you expect.

Console Filter Modal

Inspector

Inspector Panel

Shows editable controls for the current target.

It can inspect:

  • the scene root
  • hierarchy objects
  • prefab files
  • files and folders in the asset tree

The inspector automatically chooses suitable controls for common value types such as:

  • text
  • numbers
  • booleans
  • paths
  • prefab references
  • Vector2 values

Main Panel Modes

Scene Tab

Main Panel - Scene Tab

The scene tab is where you visually select and place visible objects.

It has three modes:

  • Shift+Q: select mode
  • Shift+W: move mode
  • Shift+E: pan mode

In select mode:

  • arrow keys cycle through visible objects
  • Enter reloads the selected object in Inspector

In move mode:

  • arrow keys update the selected object's position

In pan mode:

  • arrow keys move the viewport without changing the object's data

Game Tab

Main Panel - Game Tab

The game tab is the play-oriented editor state. Use Shift+5 to toggle it.

This is useful for:

  • keeping the editor in its play layout
  • auto-refreshing the console panel
  • monitoring logs while the game runs elsewhere

Treat it as a support view, not as the main game runtime surface.

Sprite Tab (a.k.a. Sprite Lab)

The sprite tab edits:

  • .texture files
  • .tmap files

Open one by selecting it in Assets and pressing Enter.

  • Shift+2 opens the character picker, which lets you insert Unicode characters by name or code point. It is especially useful for pixel art that uses special symbols.

Character Picker

Core Shortcuts

Global

  • Shift+1: cycle panel focus
  • Shift+5: toggle play state
  • Ctrl+S: save the active scene
  • Ctrl+C: quit the editor

Hierarchy

  • Enter: inspect selected item
  • Shift+A: add object
  • Shift+D: duplicate selected object
  • Shift+E: export selected object as prefab
  • Delete: delete selected object
  • Q: select mode
  • W: move mode for hierarchy reordering

Assets

  • Enter: inspect asset or open it in the correct surface
  • Shift+A: create asset
  • Delete: delete selected asset

Sprite

  • arrow keys: move the cursor
  • printable character: draw
  • Space: draw a blank cell
  • Backspace: erase current cell
  • Shift+2: open the character picker
  • Ctrl+Z: undo
  • Ctrl+Y: redo
  • Shift+R: reset to the loaded state

Save And Persistence Rules

Scene work and asset work do not save the same way.

Saved On Ctrl+S

  • scene root edits
  • hierarchy additions and deletions
  • hierarchy parenting changes
  • transform edits made against scene objects
  • scene object component edits
  • scene path updates caused by asset rename

Saved Immediately

  • prefab edits
  • texture and tile map drawing
  • file renames
  • file deletions
  • exported prefab files

A Reliable Session Pattern

  1. Select the scene root and set up scene-level values.
  2. Add or select objects from Hierarchy.
  3. Edit exact values in Inspector.
  4. Place them visually in Main -> Scene.
  5. Create or update related assets in Assets.
  6. Press Ctrl+S when scene data changed.
  7. Use sendama play for a full runtime check.

The next guide, Scenes, Prefabs, and Assets, goes deeper into the content model behind that workflow.