Krotox Engine › Docs › Krotox Manual › The Editor
Every part of the Krotox Editor for 2D work: the menu bar, toolbar, Viewport, Hierarchy, Properties, Content Browser, Console, Profiler, Settings and the level-building panels.
The editor is built from dockable panels. Drag a panel's tab to move it, drop it on another panel to stack it, or pull it out into its own window. Window ▸ Reset Layout puts everything back.
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| File Edit View Script Scene Tools Window Help |
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| [< Level 3 >] [Play] [Simulate] [Pause] [Step] [Stop] gizmo Q W E R |
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| Hierarchy | Viewport | Properties |
| Main Camera | | Transform |
| Player | (your scene, gizmos, grid) | Sprite |
| └ Weapon | | Rigidbody 2D |
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| Content Browser | Console | Profiler |
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| Menu | What is in it |
|---|---|
| File | New Project..., Open Project... (Ctrl+O), Save Project, Build Settings... (Ctrl+Shift+B), Build Report..., Clear Project Cache, New Scene (Ctrl+N), Save Scene (Ctrl+S), Save Scene As... (Ctrl+Shift+S), Exit (Alt+F4). |
| Edit | Undo (Ctrl+Z), Redo (Ctrl+Y), Project Settings. Undo and Redo grey out when there is nothing to undo or redo. |
| View | Toggles for every panel (Hierarchy, Properties, Import, Scriptable Object, Content Browser, Profiler, Console, Settings, Build Settings, Tools, Timeline, State Machine, Tile Palette, Level Generator, Prefab Palette, Editor Tools), plus Viewport Overlays, Camera Preview, the Level Stepper and the Angle Snap Gizmo, and the Editor Camera submenu (Perspective or Orthographic). |
| Script | Compile C# Scripts (F7) and Reload assembly (Ctrl+R). |
| Scene | Reload Scene, and render options for the scene (for example *Show Light 2D Ranges* and *Apply to 2D Pass (Bloom)*). |
| Tools | Asset Dependency Visualizer... and Benchmark Suite.... |
| Window | Command Palette... (Ctrl+P), Audio Mixer, Service Events, Live Services Simulation, Reset Layout. |
| Help | Controls / Shortcuts (F1). |
Panel toggles live under View, not Window. The Tools menu is a different thing from the dockable *Tools* panel that View toggles.
< and > walk through every scene in the project in natural order (Level_2 comes before Level_10), with a dropdown to jump anywhere. Level Data edits the open scene's level metadata inline; Playtest plays the level you are looking at. An asterisk marks unsaved changes, and stepping away asks whether to save.Changes made during Play are not kept when you stop. Undo does not record them either. Stop first, then edit.
The Viewport shows the scene and is where you select and move things.
F to frame the selected entity.Q select, W move, E rotate, R scale. You can switch between local and world alignment.Shift+A adds a shape at the cursor.Device presets and aspect. The Viewport toolbar has a Device Presets dropdown covering phones, tablets and foldables. With Free Aspect (the default), the Viewport fills the panel while you edit and only takes the game's shape in Play. Pick a device to hold the editing view to that screen shape too. Cameras and the UI canvas always lay out against the game's real shape, so what you see matches what the player sees.
Camera Preview. Selecting an entity with a Camera component shows a small preview in the bottom-right corner of the Viewport, rendered through that camera. Close it with its ×, or turn it back on from View ▸ Camera Preview. It hides in Play and when the Viewport is smaller than 260×160.
The Hierarchy lists every entity in the scene as a tree.
Ctrl+A selects all, F2 renames, Delete destroys the whole selection.Properties shows the selected entity's components. With several entities selected, it edits the components they share.
Ctrl+Z reverts the whole drag.A file browser rooted at your project's Assets/ folder.
.ktx scene onto the Viewport to open it; drop a texture onto a Sprite Renderer or UI Image slot; drop a .cs file onto an entity to attach it as a script.OnAwake, OnCreate, OnUpdate and OnDestroy already in place.See Assets, textures & sprite atlases.
Shows engine and script log messages with colour-coded severity: TRACE, INFO, WARN, ERROR, CRITICAL. Filter by text or severity, clear the log, and click an entry to copy its details. Script errors name the script, the entity and the callback that threw.
Live graphs of frame rate and frame time, the 2D renderer's statistics (draw calls, quad, circle and line counts, buffer use) and memory use. The built-in instrumentor can export a trace you can open in chrome://tracing or speedscope.
A searchable two-pane panel. Search by what you want, not by category: adb finds the Android toolchain, gravity finds physics, autosave finds auto-save, snap finds snapping. Several words narrow the search rather than widening it.
| Category | Holds | Saved in |
|---|---|---|
| View | Grid, gizmos, collider display, line width | Project |
| Content Browser | Thumbnails, hidden files | Project |
| Project | Window and render size, physics, layers, Android, services | Project (.ktxproj) |
| Editor Preferences | Theme, font, auto-save, scripting | Machine |
| Engine Settings | ADB, SDK, NDK and JDK paths | Machine (EngineSettings.yaml) |
| Grid & Snapping | Snap increments, gizmo space | Project |
Dragging a slider updates the value live but writes the file only when you release it. (?) markers next to a label explain settings that are not obvious.
| Panel | Use it to |
|---|---|
| Tile Palette | Paint tiles into a tilemap with brushes, lines, box and flood fills, and auto-tiling. |
| Level Generator | Generate a layout procedurally (caves, dungeons, platformer chunks and more) and bake it into a tilemap. |
| Prefab Palette | Place or scatter prefabs by hand, grounded to tiles and snapped to corners. |
| Timeline / State Machine | Author animation timelines and animator state machines. |
| Editor Tools | Run your own C# build scripts as buttons. |
These are covered in Tilemaps, Tile Palette & level generation and Editor tool scripts.
Turn on auto-save under Editor Preferences ▸ Auto-Save and set an interval (10 seconds minimum). Auto-save never overwrites your scene file: it writes a separate recovery copy to Cache/AutoSave/. When you reopen a scene that has a newer recovery copy, the Console tells you. To recover, copy the .autosave file over the scene. Auto-save skips Play, Simulate and prefab editing, and scenes that have never been saved.
Krotox can run on Mesa's Lavapipe software Vulkan driver, for virtual machines and build servers. Everything works, only slower, and GPU timings read *n/a*. Packages built with software Vulkan include a Launch-Editor-SoftwareVulkan.bat launcher.