Starting a Test
Press T from the editor viewport, or use Escape → Test Level.What Happens During a Test
- The current level data is built from the editor state
- The data is stored in
EditorPersistentState GameplayController.StartEditorGameplayis called- The gameplay scene loads with your level
- You play the level as a player would
During the Test
- The game runs normally with all scripts, physics, and mechanics active
- You can play through the level from start to finish
- The timer, lives, and score systems work as they would in the final game
- Enemy behaviors, item collections, and ball physics are fully functional
Returning to the Editor
Press Escape during the test to return to the editor. The editor restores:- Your previous camera position
- The block selector position
- All placed elements (unchanged from before the test)
Testing Conditions
The test is blocked if:- A menu is currently open
- The editor is in a loading state
Test Data Flow
- All blocks, items, enemies, balls across all sections
- Level properties (time, lives, hourglass)
- Section properties (themes, music, lava pools)
- Script references and variables
- Messages
Best Time Tracking
If you complete the level during testing, the editor records your completion time asBestEditorElapsedTime. This is displayed in the HUD and saved with the level.
Testing creates a temporary campaign with your level. No external files are modified — the test runs entirely in memory.