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Editor Tour

The editor is built around one loop: choose something, edit its Properties, preview the result, then fix any warnings before you test the installed runtime.

You do not need to learn every panel before writing. Start with Explorer, Properties, and Preview. The other panels become useful as your story grows.

Explorer

Shows your story structure. Use it to select the story, chapters, scenes, variables, characters, assets, sprite assets, and poses.

Properties

Shows the fields for the selected item. This is where you name things, connect flow, choose assets, and resolve warnings.

Preview

Plays a fast authoring preview of the selected route. It is best for checking pacing, text, choices, and presentation while you write.

Story Map

Shows scene flow visually. Use it when a branch is hard to understand from the Explorer alone.

Output

Shows compile results, warnings, and status messages. Open it when something does not preview or install as expected.

Chapters, scenes, and nodes live here. Most writing work starts in this tab.

MenuUse it for
FileInstall or update the runtime, save the project, open editor settings, load a saved project, or create a new project from a blank template or demo.
StoryCompile the project and import story assets.
InsertAdd chapters, scenes, variables, characters, nodes, sprite assets, and sprite poses.
PreviewStart preview, step backward, step forward, or toggle automatic preview playback.
ViewChange theme, preview size, workspace preset, split layout, and panel visibility.
PresetBest for
Balanced WorkspaceKeeping the full editor visible with the default split.
Authoring WorkspaceGiving Explorer and Properties more room while you edit graph and field details.
Preview WorkspaceGiving Preview more room while keeping the editor nearby.
Minimal WorkspaceFocusing on Preview with side panels hidden.

You can always use View > Reset Split Layout if the editor gets cramped.

  1. Select a chapter, scene, node, variable, character, or asset in Explorer.
  2. Edit its fields in Properties.
  3. Fix warnings on the path you want to test.
  4. Compile the project.
  5. Start Preview or use Preview From Here on a node.
  6. Open Output if compile or preview reports a problem.

The payoff is speed. Once you know which panel answers which question, most story edits become a short loop instead of a hunt through the whole plugin.