Editor

NVEditor Workflow

Opening projects, editing scenes, inspecting components, and preserving runtime data.

Build and Launch

Build with synced engine artifacts:

NVEditor\build.bat --reldeb --sync-engine

Open a project on launch:

NVEditor\build\NVEditor.exe --noFocusStall --useLiveAssets --useProject=..\..\Nevo-base

Useful flags:

FlagMeaning
--useProject=<path>Open a project at startup.
--useLiveAssetsRead from the live project asset folder.
--noFocusStallKeep editor responsive when focus changes.

Project Flow

  1. Open a project with File > Open Project or --useProject.
  2. Use the Project panel to browse scenes, assets, materials, shaders, and textures.
  3. Open or create scenes from the Project/Hierarchy panels.
  4. Select entities in the Hierarchy.
  5. Edit supported components in the Inspector.
  6. Save scene JSON back to game/levels or the selected scene path.

Scene Round-Tripping

NVEditor supports known engine components and preserves unknown scene component data when round-tripping JSON. This matters when:

  • a game has custom components
  • a newer engine adds fields before the editor UI is updated
  • runtime-only components should survive editor edits

Runtime-only editor components such as Freecam are filtered out of saved scenes.

Supported Inspector Components

NVEditor currently supports these component types:

  • Transform
  • MeshRenderer
  • Camera
  • Light
  • ShadowProjector
  • PostProcessingSystem
  • ACES
  • ColorAdjustment
  • Vignette
  • ChromaticAberration
  • FilmGrain
  • Bloom
  • ColorGradingLUT
  • AutoExposure
  • Animator
  • Rigidbody
  • BoxCollider
  • SphereCollider
  • CapsuleCollider
  • MeshCollider

Mesh and Material Editing

MeshRenderer material slots can be:

  • selected from available materials
  • drag-dropped from material assets
  • created from image assets
  • opened in the material editor
  • reloaded or duplicated

When a material is assigned but not loaded, the editor queues a material load.

Scene View and Game View

The Game panel renders through the active camera and uses runtime post-processing.

The Scene viewport uses editor camera matrices. Scene viewport post-processing is optional:

  • Window > Scene Post Processing
  • FX button in the Scene viewport overlay

OpenGL render target images are displayed with flipped Y UVs. DX12 render targets keep normal UVs. Avoid adding extra Y flips without checking gizmos, picking, and overlays.

Backend Note

OpenGL and DX12 editor builds both output NVEditor\build\NVEditor.exe. If you build DX12 for verification, rebuild OpenGL afterward when the default editor executable should be OpenGL.