Skip to content

Editing Inspector Values

Selecting an entity opens the Inspector on the right side of the editor. The inspector shows one panel per component attached to that entity, you change the entity's behavior by editing those panel values.

Editing Inspector Gif

Common edits

Transform

Every entity has a Transform panel: position, rotation, and scale. Rotation is shown in degrees in the UI but stored in radians at runtime. Note: you don't need to convert.

Transform inspector

You can also drag the gizmo in the viewport instead of typing values.

Material

For mesh entities, the Material panel exposes:

  • Type: basic, lambert, phong, standard (PBR), physical.
  • Color / map: solid color or texture.
  • Roughness / metalness (PBR only).
  • Emissive: self-illumination color and intensity.
  • Transparency / opacity / blending.

Material inspector

TIP

Drag a texture from the assets browser directly onto the Color map slot to assign it.

Light

For light entities the Light panel exposes color, intensity, decay, and shadow settings.

Light inspector

Script

Attaching a Behaviour script adds a Script panel. Any field you declared on the behaviour class shows up here as a typed input.

Editing Script Gif

See Custom Behaviours for how to declare exposed fields.

Adding components

Click + Add component at the bottom of the inspector to attach additional components — collider, rigidbody, audio, animation, custom script, etc.

Add Component Inspector Gif

Undo / redo

Every inspector edit pushes onto the undo stack. Use ⌘Z / Ctrl+Z to revert and ⌘⇧Z / Ctrl+Shift+Z to redo.