Assets, edit ops & panels
Beyond the viewport and inspector, the editor has the panels and operations you use to build a project.
Asset browser
Section titled “Asset browser”The asset browser (packages/editor/src/components/AssetBrowser.tsx) is a folder tree of
project assets with a name search and thumbnails (each asset’s kind — model / image /
audio / material — drives its icon). Drag assets into the viewport or hierarchy to
instantiate them. An online asset browser can pull from Polyhaven / AmbientCG.
Document I/O
Section titled “Document I/O”Autosave writes back through the active adapter’s own truth — a three root’s TSX/R3F source — via the storage-backend seam (HTTP dev server / OPFS / File System Access), with saves debounced by the store. Save → reload is idempotent.
Edit ops
Section titled “Edit ops”From the editor shell store (editor-shell-store.ts): undo/redo (gesture-coalesced),
copy / cut / paste, duplicate, delete, and select-all. Gizmo drags push a single undo
step on release. Undo/Redo (Ctrl+Z/Ctrl+Shift+Z/Ctrl+Y) dispatch through an editor-global
undo timeline that orders operations across whichever surface is active — the scene, an ingest
session, or the UI editor — each of which still keeps its own 50-deep stack underneath.
Command palette
Section titled “Command palette”Ctrl+K opens the command palette (CommandPalette.tsx) — a searchable list of editor
actions (focus, save, play, view presets, …).
Console & build panels
Section titled “Console & build panels”The bottom panel hosts the console (ConsolePanel.tsx) — engine logs with level
filtering — and the build/export panel (BuildPanel.tsx), which runs build:web
(HTML5 / itch.io → vgai-web.zip) via the editor server’s /__editor/export endpoint.
Desktop packaging lives in the package / package:editor electron-builder scripts,
outside the panel, and is not yet proven end-to-end.
Navmesh baking
Section titled “Navmesh baking”The navmesh handler (navmesh-handler.ts) bakes a recast navmesh from meshes tagged with
walkable / obstacle roles. Trigger the bake from Debug → Bake NavMesh
(Debug → Clear NavMesh removes it); the bake uses recast’s own defaults (see
Navigation).
See also
Section titled “See also”- Viewport, gizmo & view modes · Hierarchy & inspector
- Tooling & Publishing — the CLI/SDK behind these panels.