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Editor Overview

The Polygon Engine editor is a Windows application with a dockable, Windows 95-style workspace. Use it to build scenes, import assets, write Lua gameplay, create UI and export PlayStation 1 games.

Main Window

When a project is open, the default layout is organized around these areas:

AreaPurpose
HierarchyScene GameObject tree; create, select, rename, duplicate, delete, and parent GameObjects
Scene/Game/UI ViewsEdit world geometry, preview gameplay, and author UI canvas elements
InspectorEdit selected GameObject components, selected UI elements, or selected assets
ProjectBrowse scenes, source assets, imported assets, scripts, and build output
ConsoleRead editor, build, runtime, and packaging messages
ProblemsReview validation issues before running the PS1 build
PS1 BudgetCheck runtime counts, memory estimates, texture placement, and compatibility warnings
VRAM InspectorInspect framebuffer, texture-page, texture-footprint, and CLUT placement visually
Level BuilderCreate reusable mesh assets inside the editor
Advanced Scene AuthoringConfigure fog, mesh colors, loading/UI, rooms, navigation, and timelines
Polygon Engine showing Signal Station in Game view, with Hierarchy, Project and Inspector panels

Signal Station in editor Play Mode. Hierarchy and Project are on the left; the selected GameObject and its components appear in the Inspector on the right.

Open the image to view it at full size.
  1. Start from a project - Open an existing project or create a new one. See Quick Start.
  2. Import assets - Put source models, textures, audio, scripts, and materials in Assets/. See Workflow: Import.
  3. Configure the project - Set project budgets and build scenes, then configure local tool paths. See Workflow: Configuration.
  4. Build scenes - Create GameObjects, arrange transforms, and assign components. See Workflow: Scene & GameObjects.
  5. Create mesh assets when needed - Use Level Builder for reusable PS1-safe meshes. See Level Builder.
  6. Author gameplay UI - Use UI Canvas elements for menus, HUD, prompts, and buttons. See UI Canvas.
  7. Author advanced scene systems - Add rooms, navigation, loading presentation, fog, and compact timelines when the scene needs them. See Advanced Scene Authoring.
  8. Attach behavior and native Components - Combine Lua Behaviour, Collider, Audio Source, player, camera, light, animation, and interaction Components. See Components.
  9. Validate and build - Run validation, inspect Problems, PS1 Budget, and VRAM Inspector, then build the package. See Build & Export.

Editor Principles

The editor keeps three things visible:

  • What the user is editing: selected GameObject, component, asset, mesh, or UI element.
  • What the runtime will load: imported assets, build scenes, manifest data, and component values.
  • What can fail on PS1: budgets, missing references, colliders, script limits, large surfaces, and risky materials.

Review the visible limits while authoring, then test the exported game in an emulator and on your target hardware.

PageWhen to read it
Project HubYou need to create, register, find, or recover a project listing
Panels ReferenceYou need a panel-by-panel explanation
Keyboard ShortcutsYou want faster scene and Level Builder editing
Advanced Scene AuthoringYou need fog, loading, rooms, navigation, or timelines
VRAM InspectorYou need to diagnose texture-page or CLUT placement
Build PipelineYou need to understand generated PS1 output
PS1 ConstraintsYou are optimizing a scene for the target