Editor Windows
The editor uses a docking layout — drag any panel by its tab to rearrange or float it. The View menu toggles panels on and off (and View → Reset Layout puts everything back), and the top bar has a light/dark theme switcher and an FPS counter. Each heading below carries its editor icon.
A typical session flows through the panels like this: add your files in Assets → create and arrange entities in the Entity Selector and Viewport → configure them in the Inspector → press play in the Viewport → read errors and messages in the Log Viewer. Everything else is a specialized tool you’ll open when you need it.
Viewport 2D
Section titled “Viewport 2D”The scene view and your main workspace.
- Pan with middle-mouse drag, or hold Space and drag with the left mouse.
- Zoom with the mouse wheel (toward the cursor).
- Focus the selected entity with F; reset the view with Home.
- Select an entity by clicking its sprite.
- Transform gizmo: press W (translate), E (rotate), R (scale) to manipulate the selected entity.
- The Play / Stop button (also Ctrl+P) enters and leaves play mode; scripts run and the view switches to the game’s MainCamera.
Entity Selector
Section titled “Entity Selector”The scene’s entity tree. Create entities, select them (which drives the Inspector and gizmo), build parent/child hierarchies by reparenting, and duplicate or delete entities. Selection here is shared with the Viewport and Inspector.
Inspector
Section titled “Inspector”Edits the components of the currently selected entity. Add a component, remove one, and tweak every field (positions, colors, asset references, light parameters, camera settings, and so on). This is the visual counterpart to the component fields you also reach from scripts.
Assets
Section titled “Assets”Manages the project’s assets and keeps the .k2project manifest
in sync. Add, rename, and remove assets here; each gets a name you reference from components and
scripts. Asset pickers throughout the editor list what you’ve declared in this window.
Tile Set
Section titled “Tile Set”Authors a .k2tileset from an Image: set the tile size, margin, and spacing, and preview the
resulting grid over the atlas. A TileSet is what a TileMap component draws from.
Tilemap Editor
Section titled “Tilemap Editor”Paints tiles onto the selected entity’s TileMap component. Create or resize the grid, pick a tile from the tileset palette, and paint or erase cells on a dedicated canvas with its own pan/zoom. Edits apply to the live component, so they show immediately in the Viewport.
Animation
Section titled “Animation”Authors SpriteAnimation clips (.k2anim): choose a texture and lay out frames/timing to
produce the clips an Animation component plays.
Project Settings
Section titled “Project Settings”Project-wide settings for the currently open project.
Log Viewer
Section titled “Log Viewer”Shows engine and game log output by severity (trace → critical), with filtering and clearing.
kione.log(...) from your scripts appears here, which makes it your primary debugging tool.
File Explorer
Section titled “File Explorer”Browses the project’s files on disk relative to the project root, so you can open scenes and inspect assets without leaving the editor.