Skip to content

Game View

The Game View is the in-editor game preview panel. It provides playback controls, resolution simulation, live property editing, and runtime debugging — so you can test and tweak game logic without leaving the editor.

Starting the Preview

Click the Play button on the left side of the toolbar to start the game preview. The editor launches a preview server and loads the current project into the Game View.

Click the Stop button to end the preview. The Game View returns to its initial blank state and the editor switches back to normal editing mode.

Shared Canvas

The Scene View and Game View share a single offscreen WebGL canvas. When the preview starts, both views render from the same pipeline — the Scene View shows the editor viewport with gizmos, and the Game View shows the game camera output. This avoids duplicating the WASM instance and keeps memory usage low.

Playback Controls

The toolbar provides the following playback controls:

ButtonFunction
PlayStart the game preview
PausePause the game, freezing the current frame
ResumeResume from a paused state
Step FrameAdvance exactly one frame while paused — useful for frame-by-frame debugging
StopStop the preview and destroy the game instance

Playback Speed

The speed dropdown in the toolbar lets you adjust the game’s running speed:

  • 0.25x — quarter speed, useful for inspecting fast animations
  • 0.5x — half speed
  • 1x — normal speed (default)
  • 2x — double speed
  • 4x — four times speed, useful for skipping wait periods

Speed changes take effect immediately without restarting the preview.

Resolution Settings

The resolution dropdown in the toolbar offers several presets for simulating different screen sizes:

PresetResolution
FreeFills the entire Game View area
16:91920 x 1080
9:161080 x 1920
4:31024 x 768
3:4768 x 1024
CustomUser-defined width and height

When Free is selected, the game fills the full Game View area. When a fixed resolution is selected, the preview scales proportionally to the target aspect ratio and is centered within the panel.

Selecting Custom reveals width and height input fields that accept any value between 1 and 7680.

Play Mode

When the preview starts, the editor enters Play Mode — a special runtime debugging mode. The Hierarchy and Inspector panels switch to their runtime views.

State Snapshot

On entering play mode the editor takes a full snapshot of the current scene — entity tree, component data, selection state, and dirty flags. When you stop the preview, the snapshot is restored and all runtime modifications are discarded. This means you can freely experiment during play without affecting your saved scene.

Hierarchy Panel

While in Play Mode the Hierarchy panel changes as follows:

  • A blue border appears at the top, with a blue RUNTIME badge on the right side of the toolbar
  • The entity tree switches to the runtime entity list, showing every entity that currently exists in the game
  • Dynamically spawned entities (e.g. bullets, particle effects) appear in the list as well
  • Toolbar buttons for adding, duplicating, and expanding/collapsing are disabled
  • Drag-to-reorder, context menus, and double-click-to-rename are disabled
  • The status bar at the bottom displays the runtime entity count

Click a runtime entity to inspect its component data in the Inspector.

Inspector Panel

When a runtime entity is selected during Play Mode, the Inspector panel:

  • Displays a blue RUNTIME badge
  • Lists all runtime components on the entity with their current property values
  • Auto-refreshes property values periodically, reflecting live game state
  • Supports direct editing of numbers, booleans, strings, and vector properties — changes are sent to the game instance immediately

Exiting Play Mode

When you click Stop:

  • The game instance is destroyed and the preview is cleared
  • The scene is restored from the snapshot taken at play start
  • The Hierarchy panel restores the edit-mode entity tree, including its previous expand/collapse state
  • The Inspector panel returns to edit mode
  • No runtime modifications are saved to the scene file

Live Editing

During play mode you can edit entity properties in the Inspector and see the effect in real time. This is useful for tuning values like speed, gravity, or UI positions while the game is running.

What You Can Edit

Property TypeEditable
Numbers (int, float)Yes
BooleansYes
StringsYes
Vectors (Vec2, Vec3)Yes
ColorsYes
EnumsYes

You can also perform structural changes through the runtime API:

  • Spawn new entities
  • Despawn existing entities
  • Add or remove components on an entity
  • Rename and reparent entities

What You Cannot Edit

  • Scene View gizmos are disabled during play — you cannot drag entities to move them visually
  • Component reordering is not available
  • Prefab editing is disabled
  • Visibility toggle does not apply during play

Editing Workflow

A typical live-edit workflow:

  1. Play — start the preview
  2. Select a runtime entity in the Hierarchy
  3. Tweak property values in the Inspector (e.g., adjust a speed or offset)
  4. Observe the change immediately in the Game View
  5. Pause + Step to inspect frame-by-frame behavior
  6. Stop — note down the values you liked
  7. Apply the values to the scene in edit mode

FPS Display

While the preview is running, the current frame rate (FPS) is displayed on the right side of the toolbar. The FPS indicator hides automatically when the preview stops.

Notes

  • Hierarchy editing features are disabled during Play Mode, including drag-to-reorder, context menus, and renaming
  • The runtime entity list refreshes periodically; with a large number of entities there may be a brief delay
  • Resolution can be changed while the preview is running — the preview resizes immediately
  • The shared canvas supports only one active game camera at a time