Toolbar & Menus
The Toolbar is the always-visible bar across the top of the editor: the brand, the File, Windows and Help menus, the project name and save state, the transform tools, undo/redo, the playback controls, and on the right the Store button, the help-marker toggle and your account.
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, the three menus and the project name are always shown. The transform tools and undo/redo appear only while a viewport tab is visible; the playback controls follow a wider rule (see When the tools appear). The Store button, the ? help toggle and the sign-in widget sit in a right-hand group.

The File menu
Click File ▾ to open the menu. Its items, top to bottom:
| Item | What it does |
|---|---|
| New Scene | Clears the world and seeds a fresh default scene (a ground slab, a sun and a camera). Asks for confirmation 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. Only while stopped. |
| Set "…" as Entry | Marks the current scene as the entry scene, the one an exported game boots into. Reads Set Current Scene as Entry until the scene has a name; save it to the library first. |
| Open Project… | Opens a .awaken project from disk (File System Access API on Chromium; a plain file picker elsewhere, which cannot save back in place). |
| Open Recent | A submenu of projects you have opened before, newest first, ending in Clear recent list. Disabled until there is a history. Asks before discarding unsaved changes. |
| Save Project | Writes the whole project back to its file. See Projects. |
| Save Project As… | Writes the project to a new file (project.awaken is the suggested name). |
| Preview Game (new tab) | Builds the game and opens it in a new browser tab. See Preview. |
| Export Game (game.html)… | Exports a single self-contained game.html. See Export a single file. |
| Export Game (folder, for hosting)… | Exports a folder for hosting. See Export a folder. |
| Export for Mobile (React Native)… | Writes a bare React Native project with your game inside it. Once this project has exported somewhere, the item becomes Export for Mobile to "<folder>"… (update that folder) plus Export for Mobile to Another Folder…. See Export for Mobile. |
| App Settings… | The shipped app's name, id, version, icon, launch screen and store products. See App Settings. |
| Project Settings… | Time, physics, quality levels and render layer names. See Project & Editor Settings. |
| Editor Settings… | This browser's settings (usage stats). Present only in a build that sends usage stats. See Editor Settings. |
| Import Model… | Imports one .gltf, .glb, .obj or .3ds file into the open scene. For packs, images, sounds and fonts, use the Asset Browser's + Import. |
| Render Settings… | Opens the Render Settings panel (on demand, not docked by default). |
Every Preview and Export item first shows the export options dialog: script obfuscation (None / Light / Heavy, saved with the project) and a debug-overlay switch (this session only). Cancel runs nothing. See Export a single file.
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.
The Windows menu
Windows ▾ lists every built-in panel: Editor, Game, Screens, Code, Shaders, Anim Graph, Particles, Hierarchy, Inspector, Render, Console, Assets, Store, Plugins, Simulation and Welcome. A panel already in your layout has a ✓ after its name; click any item to open or focus it. Opening one docks it into your layout; close its tab (the ✕) when you are done.

Below a divider, each enabled plugin that contributes a panel is listed: a plugin with one panel is a direct item named after the plugin, a plugin with several gets a submenu of Open <panel> items. A plugin's tools and commands live in its own panel and in the Hierarchy Create menu, not here. See Plugins.
The Help menu
Help ▾ opens:

- Welcome - the Welcome page, as a tab in the main workspace group.
- Documentation ↗, Quick Tour ↗ and Devlog ↗ - each in a new browser tab.
- Email Us ↗ - a new email to awaken3d@raiblin.com in your mail app, for bugs, requests, questions and thoughts.
Project name and unsaved state
After the menus, 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 - unsaved or - saved.
Saving is explicit: press ⌘S / Ctrl+S or use File ▸ Save Project. There is no auto-save (it rewrote the whole project, hundreds of megabytes on a large import, after every pause in editing), and the browser warns you before you close the tab with unsaved changes. Saving refuses while a scene is playing, so play-time state never ends up in the file.
Transform tools and snap
| Button | Tool | Shortcut |
|---|---|---|
| ✥ | Move (translate) | W |
| ⟳ | Rotate | E |
| ⤢ | Scale | R |
| ⊞ | Snap toggle (grid / angle) | - |
| Cell | The snap cell, in world units | - |
With ⊞ Snap on, Move and Scale drags step by the Cell value (default 0.5) and Rotate drags step by 15°. In the 2D Scene view the cell also sets the grid spacing, and moves snap to multiples of it on the world grid. The Cell box takes any value of at least 0.001 as you type.
The tool letters W/E/R also work as global shortcuts, but stand down while you are flying the camera or the pointer is over the Editor view driving WASD navigation, so pressing W to move forward never switches your gizmo.
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 or delete), not one 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 test of the shipped behaviour, not a mock-up.
- ▶ Play - binds the animation graphs' clips, registers the scene library so
loadSceneworks, clears the Console if clear on play is ticked, starts the simulation and brings the Game tab forward. - ⏸ Pause - freezes the simulation; scripts and physics stop advancing.
- ▶ Resume - continues from where Pause froze it, and brings the Game tab forward again.
- ■ Stop - ends play and returns to editing. It also clears the undo history and the selection, because the world is rebuilt.
After a Welcome-page template builds a scene, ▶ Play pulses for 8 seconds with a short hint beside it; pressing Play from anywhere stops the pulse.
Maximise on Play
The Game tab carries a Maximise on Play checkbox. With it ticked, pressing Play hides the dock and every toolbar control except the playback buttons, so the game fills the window. Stop (or unticking it) brings the layout back unchanged; the setting is remembered in this browser.
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 view keeps its free camera and gizmos the whole time). When you press ■ Stop after making any such change, 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 returns to editing with no prompt.
The right-hand group
- Store opens the Asset Store tab.
- ? shows or hides the help markers: the small ? beside controls in Render Settings, the Inspector, the Particles tab, the Asset Browser's create buttons and other panels, each with a hover explanation. It is on by default, remembered in this browser, and never marks the project unsaved.
- Sign in is the shared Awaken account widget for
awaken3d.dev(it shows your avatar and Sign out once signed in). No editor feature reads it; the Store's Publisher section has a sign-in of its own.
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.
The playback controls show whenever a viewport, the Screens tab or the Welcome page is visible, or a scene is running, so switching to Code mid-play never hides the Stop button. While the game is maximised they are the only thing left on the toolbar.
See also
- Viewport - where the transform tools and gizmos act
- Project & Editor Settings - the two settings dialogs in the File menu
- Keyboard Shortcuts - every shortcut, including the transport keys
- Preview and Export a single file - the File-menu build options
- Projects - how projects and scenes are saved