Sceneview for authoringGameview for checking what the player sees
Understanding the difference between them makes the editor much easier to use.
Scene View Is for Editing
Use the Scene view when you want to build and arrange the game.
This is where you:
- place objects
- move, rotate, and scale content
- paint tilemaps
- line things up with the grid
- frame a level while authoring
- lay out UI elements visually
The Scene view is your working canvas.
In 3D scenes, the orientation gizmo in the top-right of the Scene view gives
you quick camera control. Left-drag it to orbit around your current scene target,
or left-click an axis to smoothly snap to that view without changing your current
zoom distance. With the Scene view focused, use W / S or Up / Down to move
forward and backward, A / D or Left / Right to strafe, and Q / E to
move down and up. Hold Shift while moving to fly faster.
If you want to watch editor performance while authoring, open Project -> Project Settings..., then enable Editor -> Show FPS. Lenga keeps this hidden by default so the Scene view stays focused on your level.
Game View Is for Checking the Result
Use the Game view when you want to see the game through the active camera.
This is where you check:
- camera framing
- UI placement
- what the player actually sees
- the runtime result of what you authored in the scene
The Game view is not your main authoring surface. It is the place to confirm the result.
A Simple Rule
Use the Scene view to change the game.
Use the Game view to judge the game.
That small distinction helps a lot when you are learning the editor.
Why Both Views Matter
If you only had the Game view, it would be much harder to place and inspect content precisely.
If you only had the Scene view, it would be harder to tell whether the player-facing composition is correct.
Lenga gives you both so you can author confidently and verify quickly.
A Practical Example
Suppose you are laying out a score label at the top of the screen.
In the Scene view, you can:
- select the UI element
- move it with the
Movetool - inspect its anchors and content box
- line it up relative to the canvas
In the Game view, you can:
- check whether it sits in the right place on screen
- see whether it overlaps other UI
- judge the final camera-facing composition
That is the normal rhythm of editor work.