Pro panels and play controls

Open any panel from Window › Panels. Drag a tab out to give it its own window.

PanelWhat it's for
AnimationThe selected character's state machine as a graph, live in Play. Presets build a whole one (locomotion, melee combo, upper-body actions); Text edits it as lines.
MixerEach sound bus's level and live meter, mute and solo, and mix snapshots.
ProfilerWhere each frame's time goes, live. Frame Doctor explains what to change.
InputYour game's named controls: keys, mouse and controller buttons.
ParticlesThe selected emitter's curves over its life: size, fade and end tint.
AI ThinkingWhat the selected NPC's brain sees, remembers and decides, live in Play.
HistoryEvery change. Click one to go back to it (⌘Y).

Watching your game closely

  • The tortoise button in the top bar sets play speed: real time, ½, ¼ or ⅒, to watch a jump, a hit or a joint.
  • The eye button beside it draws debug views over the picture: colliders, triggers, joints, cloth.

Working in a big scene

  • Each folder in the Scene panel has an eye (hide while editing) and a lock (can't be clicked in the view). Play and your exported game still have everything.
  • ⇧H isolates the selection and hides the rest.
  • Select several objects to edit them together in the Inspector.
  • Vertex snap (⌥V, or hold V while moving) puts corner on corner.
  • Select a joint in the view to drag its stops.
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us
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