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Inspector ​

The inspector panel displays the properties of the currently selected entity, organized in vertical icon tabs. It changes dynamically based on the type of entity you have selected — a mesh shows material and physics options, a light shows intensity and shadow settings, and so on.

Global Properties ​

The Global tab is shared by all entities:

PropertyDescription
NameThe display name of the entity
PositionX, Y, Z coordinates
RotationX, Y, Z rotation in degrees
ScaleX, Y, Z scale factors
TagsLabels for organizing and querying entities

TIP

Position, rotation, and scale can be edited both in the inspector and with the viewport gizmos. Changes in one are reflected in the other in real time, and transform edits are undoable with Ctrl/Cmd+Z.

World vs Local Values ​

When the World space toggle (floating toolbar) is active and the entity has a parent, the Position and Rotation fields show and edit world-space values — the editor converts them to local values relative to the parent when applied. Scale always stays local. With Local active, all fields show values relative to the parent.

Entity-Specific Tabs ​

Depending on the selected entity type, the inspector displays different tabs:

Meshes and Models ​

TabContents
GlobalPosition, rotation, scale, tags, name
PhysicsMass, collider type and size, kinematic — see Physics
ScriptsAttached scripts and behaviors
MaterialMaterial type, properties, and textures — see Materials
AnimationsAnimation playback: per-clip play/stop, loop toggle, crossfade, speed and weight sliders

Lights ​

Tabs: Global, Scripts, and Light — properties vary by light type. See Lights for full details.

Particles & Effects ​

Fire, Explosion, Trail, Rain, Snow, and Fountain emitters expose an emit mode (Continuous / Burst / Timed), test play/stop controls, per-effect parameters, and a texture slot. Scenery entities (Sky, Skybox, Water, Mirror) have their own settings.

Audio ​

Audio entities provide playback controls for the attached sound file.

Level ​

When the root Level node is selected, the inspector shows level-wide tabs: General, Scripts, and Simulation — the per-level physics configuration (gravity, tick rate, substeps). See Per-Level Physics.

Input Types ​

The inspector uses specialized input components for different property types:

InputUsed For
Vector InputPosition, rotation, scale (X, Y, Z fields)
Color PickerMaterial colors, light colors
Range SliderOpacity, intensity, roughness, metalness
ToggleBooleans like wireframe, cast shadow, fog
DropdownMaterial type, collider type
Asset PickerSelecting textures, models, scripts