Editor Interface¶
The Lucky Engine editor is built around a central 3D viewport surrounded by dockable panels, with a title bar across the top for the menus, the project and scene name, the account controls, and the window layout. The editor ships in two layouts: a simplified default and a full advanced layout.
In short
The editor opens in Simple mode: the viewport and editors in the center, framed by docks on the left, bottom, and right, each with its own fixed panels, plus floating toolbars. Advanced mode unlocks the full set of freely dockable panels. Switch between them in Settings, on the Editor page, and open any panel from the View menu.
Simple and Advanced layouts¶
The editor starts in Simple mode by default. It launches on a Welcome screen (Continue, Blank Scene, Create Project, Example Projects, and recent projects), then opens a fixed layout: the viewport and any open editors in the center, framed by three docks.
| Dock | Panels (as tabs) |
|---|---|
| Left | The Sidebar, an icon rail that switches between the File Tree, Scene Hierarchy, gRPC Server, and Observer. |
| Bottom | Content Browser, Log, Content Vault, and Asset Manager. |
| Right | Agent, Content Creator, Scene Renderer, Statistics, Shortcuts, and MuJoCo Force Tool. |
| Center | The viewport, plus the editors and panels that open as tabs over it: Material Editor, the Motion Graph and Animation Graph editors, Settings, LuckyHub, Policies, Data Viewer, and open scripts. |
Floating overlay toolbars sit over the viewport for play and recording, the transform gizmos, and selection actions.
Advanced mode replaces the fixed docks and overlays with the full set of freely dockable panels (listed in the tables below) and the in-viewport toolbars. Every panel can be docked, floated, tabbed, and resized, and is opened from the View menu (Settings and Audio Events from Edit, Shortcuts and Licenses from Help).
Switch layouts in Settings → Editor → Simple UX, or from the viewport settings toolbar in Advanced mode with Switch to Simple Mode.
Where the Inspector lives
There is no separate Inspector or Properties panel. Entity properties and Add Component are shown inside the Scene Hierarchy panel, below the entity tree.
The title bar¶
The title bar runs across the top in both layouts. From left to right it holds:
- the Lucky Robots logo and the menu bar (File, Edit, Build, View, Tools, Help),
- the current project name and a scene dropdown that lists the project's scenes,
- a Build C# Assembly button (Ctrl+B),
- the engine name and version,
- the dock toggles and a Settings gear,
- the account control: Sign In, or an avatar menu (Profile, LuckyHub, Logout) when signed in,
- the window minimize, maximize, and close buttons.
Core panels¶
| Panel | Open from | What it does |
|---|---|---|
| Viewport | always open | The 3D scene view. Camera modes and gizmo tools are in Viewport Navigation. |
| Scene Hierarchy | View menu / Sidebar | The entity tree, plus the properties and Add Component inspector for the selected entity. |
| Content Browser | open by default | Browse and open project assets: scenes, scripts, materials, meshes, and more. See Assets. |
| Log | open by default | Console and log output. |
| Settings | Edit menu / gear | Editor, project, scene, and recorder settings, including the Simple UX toggle. |
Robots and simulation panels¶
| Panel | Open from | What it does |
|---|---|---|
| Content Vault | View menu | Install robot and environment packs, and create projects from them. See Robots. |
| Policies | View menu | Manage and run the robot's control policies. |
| Observer | View menu / Sidebar | Control recording and data-capture sessions. See Recording. |
| gRPC Server | View menu / Sidebar | Start, stop, and monitor the gRPC control server. See gRPC API. |
| MuJoCo Force Tool | View menu | Apply forces and torques to MuJoCo bodies. |
| MuJoCo Stats, Physics Stats | View menu | Solver and physics statistics. |
Asset and authoring panels¶
| Panel | Open from | What it does |
|---|---|---|
| Material Editor | View menu | Edit PBR materials. |
| File Tree | View menu / Sidebar | Browse the project's files and open scripts, scenes, and data. |
| Data Viewer | opens on a dataset | View recorded dataset files. |
| Content Creator | View menu | Package robots and environments into Content Vault packs. |
| Audio Events | Edit menu | Edit audio event definitions. |
| Scene Renderer | View menu | Scene renderer and render-pipeline settings. |
Account, diagnostics, and help¶
| Panel | Open from | What it does |
|---|---|---|
| LuckyHub | View menu / avatar | Account and cloud integration. |
| Agent | View menu | The in-editor AI assistant. |
| ECS Debug, Asset Manager, Physics Captures, Statistics | View menu | Diagnostic and profiling views, shown in Advanced mode. |
| Shortcuts, Licenses | Help menu | Keyboard reference and third-party licenses. |
Menus¶
The menu bar sits in the title bar:
| Menu | Holds |
|---|---|
| File | New, open, and save scene; create, open, and save project; import and export project; build. |
| Edit | Undo and redo, Settings, Audio Events, and cache tools. |
| Build | Open or regenerate the C# solution, build and reload the C# assembly. |
| View | Toggles for every panel, and the viewport list. |
| Tools | FFmpeg settings, the sound bank, and ImGui developer tools. |
| Help | Shortcuts, Licenses, Paths, and About. |
Play controls¶
The central toolbar holds the run controls in both layouts:
| Control | Effect |
|---|---|
| Play | Run the scene: scripts and physics together. Shortcut: Alt+P. |
| Pause | Hold the simulation. Press again to resume. |
| Stop | Return to the editable scene. |
| Simulate Physics | Advanced mode. Run the physics without the scripting runtime. |
The gizmo tools and camera modes are covered in Viewport Navigation.
Arranging panels¶
The editor uses a docking workspace. In Advanced mode, panels dock, float, tab, and resize freely; drag a panel's tab to move it. Open or close any panel from the View menu (Settings and Audio Events are under Edit, Shortcuts and Licenses under Help).
Where to go next¶
- Viewport Navigation covers the camera modes and gizmo tools.
- Assets covers the Content Browser and the asset system.
- Get Started installs the editor and opens the first scene.