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Console ​

The Console shows editor messages and your scripts' log output. It is where import results, save confirmations, compile errors, and api.log calls from a running game appear.

What logs here ​

  • Editor messages - a running record of what the editor did: imports, saves, scene changes, compile results, object creation/deletion, and errors.
  • Script output - during Play, api.log(...) from your scripts writes here (in a shipped game the same call goes to the browser console). See the ScriptApi reference.

The Console keeps a rolling buffer of the most recent lines and auto-scrolls to the newest as they arrive.

The error badge ​

When something fails to compile - a script, a shader graph - the Console tab gets a round badge with a ! in it, and it clears once you have read the Console.

The badge sits on the Console alone rather than on every tab that happens to own a broken asset. The Console is where the full list is read, so the badge's job is to point there; six marked tabs would be noise rather than direction. Each asset's own error record is still kept, because that is what a console line's jump-to link reads.

The Console after a template was opened and played: the editor's own messages and the Play / Stop lines, with the filter box and the toggles in the bar.

Email us this error ​

Every error line carries ✉ Email us this error. It opens an email to awaken3d@raiblin.com in your own mail app, in a new tab so a webmail handler never replaces the editor and its unsaved project. The email has a space at the top for what only you know, then what a bug report needs:

  • the error, its stack and the time;
  • the editor's commit, build and channel, and the project format it reads;
  • the page, the Play state and the open project's size (never its name);
  • the browser and OS in full, language, screen, CPU threads, memory and the GPU.

The same report is copied to the clipboard for anyone without a mail app; the link confirms with ✓ Email opened, details copied. On Windows the link is cut to 2000 characters (Chrome and Edge drop longer mailto: links), stack frames first, and the email says the full report was copied.

The same link appears on the Couldn't open the project and Couldn't save the project dialogs, on a panel's crash card, and on a Welcome template that failed to build; the Welcome page's GPU notice has the same email behind Email us about it. Each use is counted as one email_us editor usage event naming where it was used, never what the email says.

Controls ​

The bar across the top:

ControlWhat it does
Filter…Show only lines containing the typed text (case-insensitive). A ✕ clears it.
clear on playAuto-clear the console each time you press ▶ Play - start each run with a clean slate.
timePrefix each line with the time it was logged (HH:MM:SS.mmm), enough precision to order rapid logs.
⧉ CopyCopy the currently shown (filtered) lines to the clipboard, formatted exactly as displayed. Flashes ✓ copied.
🗑 ClearClear the console.

The filter is transient (it resets between sessions), but the clear on play and time toggles are remembered across reloads.

During Play ​

Because api.log routes here during Play, the Console is your primary debugging window while testing in the editor. Pair it with clear on play so each run's output stands on its own, and time when you need to see the ordering of fast events. For collision and physics debugging alongside it, see the Viewport's F4 overlay and Physics debugging.

See also ​

Awaken: browser-native WebGPU game engine.