Guides Editor Find Your Way Around the Editor

Editor 1 min read Updated Apr 2026

Find Your Way Around the Editor

Lenga's editor keeps the parts you reach for most in view at the same time: your scene, your selected object, your assets, and the console feedback that tells you what just changed.

Lenga editor editing Breakout

The Main Areas

When you first open the editor, it helps to think in terms of a few core regions.

Menu Bar

The menu bar is where you reach for high-level actions:

  • create and open projects
  • save scenes and assets
  • build and run
  • create objects and components
  • open editor tools and windows

If you are ever unsure where a feature lives, start here.

Top Toolbar

The toolbar gives you fast access to scene-view tools and play controls.

This is usually where you:

  • choose transform tools such as Move, Rotate, and Scale
  • change scene-view modes
  • use the play controls to preview the game

Think of it as the control strip for editing and previewing.

Hierarchy

The Hierarchy shows what exists in the current scene.

Use it to:

  • select game objects and UI elements
  • understand parent-child relationships
  • rename scene objects
  • create or duplicate scene structure

If you want to answer what is in this scene right now, the Hierarchy is the first stop.

Scene View

The Scene view is your editing canvas.

Use it to:

  • place and move objects
  • frame the level while authoring
  • paint tilemaps
  • lay out UI
  • inspect composition without entering play mode

This is where most level-building and layout work happens.

Game or Player View

The Game or Player view shows what the current camera sees.

Use it when you want to verify:

  • what the player will actually see
  • camera framing
  • UI positioning
  • runtime presentation

The Scene view is for authoring. The Game view is for checking the result.

Inspector

The Inspector shows the details of whatever is selected.

This is where you:

  • edit component values
  • assign assets
  • tune physics, rendering, and UI settings
  • add behaviours and built-in components

In day-to-day use, the Inspector is where most precise property editing happens.

Assets Panel

The Assets panel is your project browser.

Use it to:

  • navigate folders under Assets/
  • create scripts, scenes, sprites, prefabs, and other assets
  • drag assets onto objects
  • organize the project as it grows

If the Hierarchy is what is in this scene, the Assets panel is what is in this project.

Console

The Console is where the editor and runtime talk back to you.

Use it to:

  • read Debug::log(...), warnings, and errors
  • spot missing references or script issues
  • confirm builds and runtime actions
  • copy useful error text while troubleshooting

When something feels wrong, check the Console early.

A Practical Mental Model

One simple way to stay oriented is:

  • Hierarchy: choose the thing
  • Scene: place the thing
  • Inspector: edit the thing
  • Assets: find or create supporting files
  • Console: understand what just happened

That loop covers a lot of everyday editor work.

A Good First Workflow

If you are new to the editor, this is a good first path:

  1. launch the editor
  2. open the Project Hub
  3. create or open a project
  4. click objects in the Hierarchy
  5. watch the Inspector change as selection changes
  6. move something in the Scene
  7. press Play and watch the Game view and Console

That small tour gives you a feel for how the panels work together.

What Comes Next