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Toolbar & Menus

The Toolbar is the always-visible bar across the top of the editor: the brand, the File menu, the project name and save state, the transform tools, undo/redo, and the playback controls.

Unlike the dockable panels below it, the Toolbar is fixed - it is the one place you can always reach the File menu, Save, and (while a scene is running) the Stop button.

Layout

The brand, File menu, and project name are always shown. The transform tools, undo/redo, and playback controls appear only when a viewport tab is visible (see When the tools appear). The Store and Windows ▾ buttons sit in a right-hand group (see Windows menu and Store).

📸 Screenshot - save as img/editor-toolbar.png

The full toolbar with a project open (showing its name and the unsaved dot), the Move tool active, and the ▶ Play button in the centre.

The File menu

Click File ▾ to open the menu. Its items, top to bottom:

ItemWhat it does
New SceneClears the world and seeds a fresh default scene. Asks for confirmation (you lose unsaved scene work) and only runs while stopped.
Save Scene to Library…Saves the current world into the project's scene library under a name you type, so you can switch between scenes.
Set "…" as EntryMarks the current scene as the entry scene - the one an exported game boots into. Save the scene to the library first.
Open Project…Opens a .awaken project from disk (via the File System Access API on Chromium; a file picker elsewhere).
Save ProjectWrites the whole project back to its file. See Projects.
Save Project As…Writes the project to a new file.
Preview Game (new tab)Builds the game and opens it in a new browser tab - the fastest way to test the real player. See Preview.
Export Game (game.html)…Exports a single self-contained game.html you can double-click or host anywhere. See Export a single file.
Export Game (folder, for hosting)…Exports a folder of assets for hosting. See Export a folder.
Import Model…Imports a single .gltf / .glb / .obj file. For packs and images, use the Asset Browser's + Import.
Render Settings…Opens the Render Settings panel (on-demand - it is not docked by default).

NOTE

Scenes live inside a project; a project is the whole thing you save to disk. "Save Scene to Library" adds a scene to the current project; "Save Project" writes the project (all its scenes, meshes, textures, scripts) to a .awaken file. See Scenes and Projects.

Windows menu and Store

The right-hand button group opens panels that are not in the default layout:

  • Store opens the Asset Store to browse and import packages.
  • Windows ▾ lists every panel (Editor, Game, Hierarchy, … Render, Store, Plugins), with a check beside the ones already open; click one to open or focus it. Below a divider, each installed plugin has a submenu of what it exposes - open its panels, toggle its viewport tools, run its commands, and enable or disable it. See Plugins.

Opening a panel this way docks it into your layout; close its tab (the ) when you are done, and re-open it later from the same menu.

Project name and unsaved state

Next to the File menu, the Toolbar shows the current project's file name, or Untitled if it has never been saved. A bullet appears after the name whenever there are unsaved edits. Hover it for a tooltip that spells out the save state (- unsaved / - saved).

Saving is explicit - press ⌘S / Ctrl+S or use File ▸ Save Project. There is no auto-save (it previously rewrote hundreds of megabytes every few seconds and thrashed the disk), and the browser warns you before you close the tab with unsaved changes.

Transform tools and snap

Three buttons pick the active gizmo for the Viewport:

ButtonToolShortcut
Move (translate)W
RotateE
ScaleR
Snap toggle-

The Snap button (⊞) toggles grid and angle snapping. With snap on, dragging the move gizmo steps in fixed grid increments and the rotate gizmo steps in fixed angle increments. The tool letters W/E/R also work as global shortcuts, but are suppressed while you are flying the camera or the pointer is over the viewport driving WASD navigation - so pressing W to move forward never silently switches your gizmo. See the gizmo details in Viewport.

Undo and redo

  • ⟲ Undo - ⌘Z / Ctrl+Z
  • ⟳ Redo - ⇧⌘Z / Ctrl+Shift+Z

Both buttons dim when there is nothing to undo or redo. The editor records one undo step per committed edit - a full gizmo drag, a scrubbed field, an add/delete - not per intermediate frame.

Playback

The centre segment holds the transport controls. Play mode ticks the same runtime your exported game runs, so it is a genuine test, not a preview.

  • ▶ Play - starts the simulation, focuses the Game tab, and (if enabled in the Console) clears the console. It registers the scene library so loadScene works, and applies the physics ground-plane setting.
  • ⏸ Pause - freezes the simulation; scripts and physics stop advancing.
  • ▶ Resume - continues from where Pause froze it.
  • ■ Stop - ends play and returns to editing.

The keep-or-discard prompt

Play is a sandbox: you can still select, move, add, delete, reparent, and tweak objects while a scene runs (the Editor viewport keeps its free camera and gizmos the whole time). Those edits are cached. When you press ■ Stop, if you made any changes during play, Awaken asks:

You made changes during Play. Keep them?

  • Keep - your edits stay, but runtime state (physics, poses, animation, script side-effects) resets to a clean play-start. It is all-or-nothing.
  • Discard - the scene reverts to exactly how it was when you pressed Play.

If you made no changes during play, Stop just returns to editing with no prompt.

When the tools appear

The transform tools, snap, and undo/redo show only while a viewport (Editor or Game) is the visible tab in its group, or is floating. Switch that group to the Code or Material tab and those controls disappear (they have nothing to act on).

The playback controls are stickier: they stay reachable whenever a viewport is visible or a scene is currently running - so switching to Code mid-play never hides the Stop button.

See also

Awaken — browser-native WebGPU game engine.