Pro panels and play controls
Open any panel from Window › Panels. Drag a tab out to give it its own window.
| Panel | What it's for |
|---|---|
| Animation | The 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. |
| Mixer | Each sound bus's level and live meter, mute and solo, and mix snapshots. |
| Profiler | Where each frame's time goes, live. Frame Doctor explains what to change. |
| Input | Your game's named controls: keys, mouse and controller buttons. |
| Particles | The selected emitter's curves over its life: size, fade and end tint. |
| AI Thinking | What the selected NPC's brain sees, remembers and decides, live in Play. |
| History | Every 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