Voxel Game Maker

Docs User guide

The editor

A tour of the editor window, its tabs and panels, and where to find every command.

The editor window is laid out a bit like Roblox Studio. The thing you're working on sits in the middle, a panel of tabs sits on the right, and another panel of tabs sits along the bottom.

#The layout at a glance

Area What's there
Middle The document you're editing: a level, a model, or one of the other editors.
Right panel Explorer, Properties, Palette and History.
Bottom panel Models, Prefabs, Items, Behaviors, Sounds, Music, Dialogue, Scripts, Particles, Tags, HUDs, Images, World Map and Output.

Properties, Palette and History only show in the World and Model editors, so the other editors get more room.

#Levels and editor tabs

Each level you build in opens in its own tab, such as Level: Village. Double-click a level in the Explorer or on the World Map to open it. Each tab keeps its own camera, and you close one with the ✕ on its tab.

The other editors also open as tabs when you use them. You can open them from the ✎ Editor button on their bottom panel, by double-clicking an item, from the View menu, or with their key:

Key Editor
F1 World (the level you're building)
F2 Model
F3 Sound Gen
F4 Music Gen
F6 Dialogue
F7 Visual Scripts
F8 Particles
F9 Tags
F10 Translate
F11 HUD

Each editor has its own color, used on its tab icon and title, so you can tell them apart at a glance.

#Explorer

The Explorer is the hierarchy of your game. It shows your Worlds, each with its levels, and under each level its Player Start, Goal, Zones and objects. Objects list their behaviors underneath them like files in a folder.

It also has a Player folder with your player model, its Controls script, Variables and Switches.

Some useful things to know:

  • Each model shows how many copies are placed.
  • Type #water in the filter to find everything tagged water.
  • Shift+click selects a range of rows; Ctrl+click adds or removes one.
  • Right-click almost any row for its menu. ⚙ Properties is always at the top.

#Properties

Properties shows the settings of whatever you picked: an object, a level, a model, a zone and so on. It reads the same way for everything:

  • A title says what it is, its name, and where it is.
  • Settings sit on cards. The main card is always open; click a card's header to fold or unfold the others.
  • A number badge on a card says how many things are inside, such as behaviors or tags.
  • The ⓘ on a card shows a longer explanation.

#Palette and History

The Palette tab holds your project's colors. See Modeling for how to use it.

The History tab lists every change, newest at the bottom. Click one to go back to it; later steps turn grey, and you can click them to redo. It keeps the last 100 steps by default.

#The bottom panels

The bottom panels are grouped by what they hold:

  • Things you place: Models, Prefabs, Items, Behaviors, Tags.
  • Media: Sounds, Music, Particles.
  • Logic and screens: Dialogue, Scripts, HUDs.
  • World Map, then Output.

Many of them work by dragging. Drag a model into the world to place it, drag a behavior onto an object to add it, drag a sound onto an object to make it play, or drag a script onto an object to attach it.

The Output tab shows the game's messages and errors while you play-test. See Playing and testing.

The Scripts tab and Dialogue tab hold node graphs for game logic and conversations. Scripts are covered in the scripting guide. The scripting guide also covers the Data tab, which holds data tables your code can read (Libraries and data).

#Showing and hiding panels

  • Each side and bottom panel has a thin bar that folds it away; click it again to open it.
  • Window ▸ Explorer / Properties · Palette · History / Bottom Panel (Ctrl+1, Ctrl+2, Ctrl+3) shows or hides them.
  • Window ▸ Reset All Windows puts every panel back at its usual size.

#Finding commands

Every command is in the menu bar, with its shortcut next to it.

  • Help ▸ Keyboard Shortcuts (Ctrl+/) lists every shortcut, with a filter box.
  • Search (Ctrl+P) finds any command, model or world by name. Type part of it and press Enter.
  • File ▸ Open Recent lists recent projects.

#Editor settings

Edit ▸ Settings (Ctrl+,) sets the font size, UI scale, history length, theme and backups. There are many themes, including Midnight (the default), Dark, Light, Paper and High Contrast.

The editor fits a 1280-wide laptop screen. On narrow windows, some toolbar buttons show icons only.

#Display toggles

The toolbar and View menu have display toggles that work in both the World and Model tabs:

Toggle Key
Lighting Alt+1
Shadows Alt+2
Ambient occlusion Alt+3
Wireframe Alt+4
Grid Alt+5
Behavior labels Alt+6

These are remembered between sessions.