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Hi and welcome to this video tutorial series on using the SunBurn Editor. In this first
video we will show you some of the basics of using the editor while getting acclimated
to its layout.
First, lets start up the editor. To do this run your game through Visual Studio then press
F11, the editor launch key.
Now lets get familiar with the layout. This top area is the properties panel where you
can change values for objects. It is a tabbed panel so selecting different tabs will allow
you to edit different types of objects. On the left is the tool box, which will display
buttons for saving, undoing, redoing and other tab-specific functions. Save, undo, and redo
all operate on a per-tab basis, meaning actions in the lights tab will not undo when you press
the undo button in the materials tab. The same goes for saving, pressing the save button
only saves the current tab.
Below this area is the SunBurn game window. This is your game running in real-time. You
can interact with the game as you would normally and edit it at the same time. You can move
around the camera with standard first-person controls using WASD to move and right click
with the mouse to look.
These panels to the left and right are rollout panels. They can be moved, resized and docked
on one another. They hover over the SunBurn game window and can be collapsed to give you
as much space to view your game as necessary.
The right rollout panel is your selection treeview. This is where you select the objects
you want to edit. Each tab uses this selection panel to list all the objects available for
editing. Clicking objects in this list will select them and holding control or shift will multi-select.
The left rollout panel changes depending on the current tab. For the Scene Objects and
Lights tab it will display content repositories. A content repository stores models and prefabs.
It is how you get your assets into the editor. Prefabs and models can be dragged-and-dropped
onto the selection panel to add them to the current scene.
The materials, custom effects and terrain tabs will instead display the Texture Browser.
This panel will show all the textures in your content folder and display them in a directory
tree view. You can filter and search your textures then drag-and-drop them onto a
texture map to assign it to a material.
In the next video we will go over the different tabs and what objects they edit.