Engine Layout

The Engine Layout is the core of the editor UI. This is where scenes are created, objects are managed, and properties are edited in real time.

The Modularity editor consists of four main panels:

1. Hierarchy
2. Viewport
3. Inspector
4. Materials

Each panel plays a specific role in the workflow and is designed to work together seamlessly.

You can see the layout example below:

Hierarchy Panel Viewport Inspector Panel

Viewport

The Viewport is your main 3D scene view where you visualize and interact with objects in your scene.

Viewport Panel

Toolbar Controls

Move — Translate objects along axes
Rotate — Rotate objects around axes
Scale — Scale objects uniformly or per-axis
Mesh Ed — Mesh editing mode
Local/World — Toggle transform space
Snap — Enable grid snapping

Hierarchy

The Hierarchy panel displays all objects in your scene as a searchable tree structure.

Hierarchy Panel

Object Type Prefixes

[M] Mesh objects
(D) Directional lights
(L) Point lights
[#] Primitives
(C) Cameras

Inspector

The Inspector shows and edits properties of the selected object.

Inspector Panel

Object Info

  • Name — Object identifier
  • Type — Object type (Cube, Mesh, Light, etc.)
  • ID — Unique object ID

Transform

  • Position — X, Y, Z world coordinates
  • Rotation — Euler angles in degrees
  • Scale — Per-axis scale factors
  • Reset Transform — Reset to default values

Material

The Material section controls the object's appearance:

Surface Inputs

  • Base Color (RGB)
  • Metallic (0.0-1.0)
  • Smoothness (0.0-1.0)
  • Ambient Light
  • Detail Mix

Maps

  • Base Map (albedo)
  • Detail Map
  • Normal Map

Shader

  • Vertex Shader
  • Fragment Shader
  • Reload Shader
  • Material Asset