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The editor interface consists of a 3D viewport surrounded by UI panels and overlays. Understanding each component helps you work efficiently.

3D Viewport

The main workspace where you see and interact with your level. It contains:
  • Block Selector — A wireframe cursor highlighting the current grid position. Shows colored faces for selected sides.
  • Placed Blocks — Cubes rendered with the current theme’s materials and lighting.
  • Elements — Items, enemies, balls, and decorations attached to block sides.
  • Direction Arrows — Visual indicators showing the orientation of balls, enemies, and decorations.
  • Skybox — The themed background environment with optional grid overlay.

Permanent Info Panel (HUD)

The HUD displays persistent information in the viewport. It has three sections:

Blocks Info (Top-Left)

Shows the current state of the editor:
  • Action feedback — Color-coded messages for recent operations (e.g., “Inserted Block [Stone]”, “Removed Block [1, 0, 0]”)
  • Current Block Template — The template selected in the Blocks Pool (e.g., [Stone])
  • Selector Position — The 3D grid coordinates of the selector (e.g., [1, 0, 0])
  • Selected Block — The block currently selected/grabbed (template name and ID)
  • Selected Side — The side currently selected on a block (template name and ID)

Camera Info (Top-Right)

Displays the camera’s current state:
  • Position — 3D world coordinates [x, y, z]
  • Rotation — Euler angles [pitch, yaw]
  • 3D Axis Indicator — A small gizmo showing the current camera orientation

Score Info (Bottom-Left)

Live calculation of the level’s score metrics:
  • Max Score — Total score from all blocks, items, and enemies
  • Treasures — Number of treasure items placed
  • Fruits — Number of fruit items placed
  • Keys — Number of key items placed
  • Best Timestamp — Your best completion time (if tested)

Help Panel (Toggle with F1)

Two states:
  • Collapsed — Shows only the toggle hint
  • Expanded — Lists all keyboard shortcuts with their key bindings

Pool Panels

When you press B, I, P, O, or U, a pool panel opens showing a grid of available templates from the current theme:
  • Template Grid — Scrollable grid of template thumbnails
  • Selection — Click or use arrow keys to select a template
  • None Option — Items, balls, enemies, and decorations have a “None” option to remove the element
  • Locked Templates — Some templates are locked behind progression (shown with ”???”)
Selecting a template from the pool automatically closes the panel and applies the selection.

Property Menus

Element Properties (V)

Opens when you press V on a selected side. Contains:
  • Type — Change the element template
  • Script — Attach a Lua script
  • Variables — Set local script variables
  • Direction — Set orientation (North/East/South/West)
  • Skin — Choose visual variant (balls only)
  • Order — Set execution priority (balls only)
  • Enemy Interactions — Configure hazard interactions (enemies only)
  • Item Respawn — Enable/disable and set timer (items only)
  • Ball Style — Select pattern style (pattern balls only)

Level Properties (Escape → Level Properties)

Global settings for the entire level:
  • Max Time, Initial Time, Lives, Hourglass, Infinite Lives
  • Script attachment for level-wide behavior
  • Sections management

Section Properties

Per-section settings accessible from the Sections Editor:
  • Theme selection with preview
  • Music selection
  • Dark Mode toggle
  • Skybox Grid toggle
  • Lava Pool configuration
  • Yes/No Popup — Confirmation dialogs for destructive actions (discard changes, delete level, overwrite save)
  • Loading Panel — Full-screen overlay shown during level loading/reloading
The editor uses a singleton menu system — only one menu can be active at a time. Opening a new menu automatically closes the previous one (except for nested sub-menus like theme/music selectors).