The interface
The window frame, toolbar, editor areas, menus, panels and status bar of Studio.
The Studio window has four bands, top to bottom: the menu bar, the toolbar, the editor areas and the status bar. The editor areas fill most of the window.
Window frame
Studio draws its own window frame. The menu bar and the toolbar act as the title bar.
- The minimize, maximize and close buttons sit at the right end of the menu bar.
- Drag an empty part of the menu bar or the toolbar to move the window.
- Drag any edge of the window to resize it.
A popped-out editor window has the same frame. Its top row shows the editor name, a Pop in button and the three window buttons. There, the close button puts the editor back into the main window. Arrange the layout covers pop-out windows.
Toolbar
item
what it does
logo and SUNRISE STUDIO
the application name
version
the Studio version, such as 0.1.0
Back and Forward icons
step through the history of opened tabs and selections
project name
the open project, or View only
New project
shown without a project; opens the New project dialog
Add asset
shown with a project; opens the Add asset dialog
Build packages
shown with a project; builds the project
Game shaders
draws with the game’s material shaders; off draws simple shading
Full detail
draws static objects at full detail at every distance, with no far cull
Lighting list
Studio, Sky or Ambient; needs Game shaders
Working
shown while a background task runs
Back and Forward work like a web browser. By default the mouse back and forward buttons, and Alt+Left Arrow and Alt+Right Arrow, do the same. Find and open assets lists what the history records. Rendering and lighting explains the lighting modes and Full detail. With Full detail off, Studio switches detail and culls with distance, as the game does.
Areas and editors
The middle of the window is split into areas. Each area shows one editor. The header of an area holds a list that picks its editor, and a … button with the area options. An empty area shows Choose editor.
editor
shows
Workspace
the open map, mission or asset, and the Live tab
Asset browser
maps, missions, the object hierarchy and all assets
Inspector
details of the selected object or asset, and its edit controls
Project changes
the project’s changes and the last build
Object tree
the objects of the open map or asset
Mission Graph
the mission script editor
Each editor shows in one place at a time. Choosing an editor that another area already shows swaps the two areas. Choosing a popped-out editor brings it back into this area. The default layout has the Asset browser on the left, the Workspace in the middle, Project changes below it and the Inspector on the right.
The … menu has these options:
option
effect
Split left / right
splits the area into two columns
Split top / bottom
splits the area into two rows
Maximize area
fills the window with this area; Restore areas undoes it
Pop out window
moves the editor into its own window
Close area
removes the area
Drag the border between two areas to resize them. A window holds at most 16 areas. Arrange the layout has the steps.
Menus
menu
items
File
New project, Open project…, Recent projects, New mission script…, Save project or Save script, Close project, Close world, Sunrise location…, Cache…, Exit
Edit
Undo, Redo, Convert placement deltas to object edits, Shortcuts…
Assets
Export full asset to Blender…, Export world to Blender…, Import Blender asset…, Import skinned model…, Export…, Export animation…, Export editable animation…, Import animation controls…, Export material to Blender…, Export collision…, Import collision…, Import as delta…, Add asset…, Edit perk behavior…, Resolve asset names
Build
Build packages, Build and install, Update running game, Build to folder…, Mod details…
View
Mission Graph, Live, Items, Frame selection, Set cursor to selection, Wireframe, Grid, Panels, Restore areas, Reset layout
Help
Third-party notices: the licenses of the libraries and code Studio includes
Save project becomes Save script while the Mission Graph has focus. A menu item is gray when it does not apply, for example an edit command without a project.
Asset browser
The Asset browser has four tabs.
tab
holds
Maps
every map; Find map filters the list
Missions
the missions of the open map, or all missions when no map is open; Find mission filters
Hierarchy
the object tree of the open map or asset
Assets
every package entry and every asset the project added
The Assets tab opens on a list of categories, grouped as ITEMS, WORLD and CONTENT, with a count on each row. The last row, All other assets, holds everything without its own viewer. View > Items opens the Assets tab on the Weapons list, or on the category list when there is no Weapons category. Find and open assets explains the list.
One search box, Search items, enemies and assets, covers every asset. Inside a category it covers that category only. Every word must match.
control
where
effect
Back icon
a category, All other assets or search results
returns to the category list and clears the search
Type
a category or All other assets
a type inside the category; All types shows every type
Category
All other assets
a broad kind, such as Texture; All categories shows every kind
package list
All other assets
one package; All packages shows every package
Changed only
every list, and the category list
only entries the project changed or added; shown with a project open
New and Clone icons
a category, at the right of the title
create content of that category; see Create from a category
New icon
All other assets
a list of plain asset types: Texture, Static prop, Clone material
All filters apply together. Type is unavailable until the chosen category has types. A row in a category shows the name, coloured by rarity for items, and its type and package. In search results it shows its full kind and package. Other rows show the name and the kind, such as Texture. A dot at the right of a row marks an entry the project changed. Hover a row for its name, package and tag. Right-click a row for Open, Open as asset, Clone… and Copy tag. Open as asset opens a category row as a plain asset. Clone… shows when the row’s category can clone and the row is installed. A perk program the project added can be cloned too. While the clone cannot run, the item reads Clone, is gray, and its tip gives the reason.
Workspace
The Workspace has two tabs: Assets and Live.
With a map or mission open, the Assets tab shows the world tabs:
tab
holds
Scene
the 3D view of the map, with the scene filters and the object tree
Mission
the mission’s bubbles, states and authored content; shown for a mission
Asset
the open asset, while the map stays loaded
Report
object counts, environment controls, map layers and load reports
Above the pages of the open asset, one row of icons holds New, Clone and Edit. New and Clone act on the asset’s category, or on its kind when it has no category. Clone uses the open asset as the base. A gray icon shows its reason when you hover it. See Create from a category.
Without a map, the Assets tab shows the open asset. An asset from a category opens in that category’s viewer. Where the category has a model, the model shows beside the pages when the area is wide and above them when it is narrow, and there is no separate Scene page. The model hides while the Parts page is open, as that page shows it. Tabs that do not fit scroll, and the list button beside them lists every tab. The pages depend on the asset:
page
shows
Audio
playback and export for audio entries
Perk behavior
the behavior of a perk, as editable source; Compile and save stores it
Weapon
a weapon’s model, perk behaviors and catalyst
Guardian
a class body with its face, armor and weapon choices; see Guardians
Investment
the stats, perks, sockets and sale rows of one item or vendor
Scene
the model or texture, with a picker and playback controls for linked animations
Parts
the mesh parts, with vertex, triangle and material columns
Materials
the texture bindings and constants of a material
Shaders
the compiled shader declarations and code
Related
connected models, materials, textures, shaders, skeletons and clips
Components
each config of an entity with its fields, and damage parts for enemies; edits may not work in game
CUI
the CUI layout editor
Graph
the structure of a behavior or CUI asset
Properties
every decoded field
References
every tag the asset points at
Bytes
the raw bytes, with a byte editor
The Live tab is described in Connect to a running game.
The 3D view toolbar
Each 3D view has its own toolbar of icons. Hover an icon for its name and its shortcut.
icon
effect
Frame all
fits the whole scene in view
Select, Move, Rotate, Scale
picks the mouse tool; world views only. See Drag with the handles
Frame selection
fits the selection in view
Set cursor to selection
moves the orbit center to the selection
Grid
shows the ground grid
3D cursor
shows the orbit center marker
Wireframe
draws edges only, also for parts drawn with game shaders
Orthographic view
switches between perspective and orthographic
Player camera
switches between the orbit and player cameras
Teleport to spawn
moves the player camera to a spawn point; shown when the scene has spawns
LOD
picks the level of detail; asset views only
Layers
shows or hides each kind of content; asset views only
The world Scene tab draws its own filter row above the view: the Object tree icon, Bubbles and Layers. A mission adds the Map and Mission checkboxes. While an object is isolated, the row also has Show all. Use the camera covers the camera modes.
A texture view has a Fit image icon, a Mip slider and the image size. A texture with several faces or depth slices adds Face or Slice sliders.
Object tree
The Object tree lists the objects of the open map or asset: bubbles, states, containers, placements, markers, lights, authored objects and squads. It appears in the Hierarchy tab, in its own editor, and as a side panel of the Scene tab.
control
effect
Groups
the project’s object groups; click a row to select the group. Shown with a map and a project
New group from selection
makes a group of the selected object
Find object
filters rows; matching rows keep their parents
Reveal selection
scrolls to the selected object
Show all objects
clears every hide choice
Collapse tree
closes every branch
eye icon on a row
hides or shows the object and its children
Click a row to select the object. Double-click to frame it. Hide and isolate objects has the steps. Group objects covers groups.
Inspector
The Inspector shows the selection. It has two modes, switched by the Object and Asset buttons when a world object is selected.
In Object mode it shows the object’s name and kind, its group, its bubble and state, the action icons, Open asset, the placement editor, the decoded detail groups and the object’s references. Expand details opens every detail group. The action icons are Frame selection, Set cursor to selection, Isolate selection and Show all objects.
With an object group selected, it shows the group instead: its name, Frame group, Delete group, the Transform group fields, the group’s objects and its collision parts.
In Asset mode it shows the asset’s name, kind, Package, Tag and Size, and these controls:
control
effect
Native metadata
the reference class, type, subtype and entry number
Export icon
a menu: World to Blender… for the open map, Full asset to Blender… and Asset file…
Import icon
Import as delta, or Replace asset for an asset the project added; brings an edited file back
…
Wide-hash aliases… for a native added asset, Config bindings… for a CUI resource
Revert to original
shown when the project changed the asset
The Assets menu has the same commands under their full names.
A selected part or property adds the PART or PROPERTY section below. A collision selection shows its own fields. See Edit collision.
Project changes
The Project changes editor has two tabs.
The Changes tab lists one row per change.
change
meaning
right-click
Config
a config binding
Unbind
Object
an object edit on one world object
Revert
Delta
a byte delta on one asset
Revert
Added
a new native asset
Export, Wide-hash aliases…, Remove
Derived
a new asset stored as a delta of an installed one
Export, Wide-hash aliases…, Remove
Source
a source file kept for external work
Export, Remove
Click an Object row to select that object in the open map. With no map open, it opens the source asset. Click any other row to open its asset. An asset or map that is already open does not reload. Hover an Object row to see the assets it writes.
The Build tab shows the last install and the last build: the file counts, the packages written, the object edits compiled, and Open mod folder or Open output folder.
Status bar
The status bar shows the last status message. Errors show in red. While a background task runs, it shows the task, its stage and a progress bar. Some tasks, such as a build, an install or a collision export, leave a result message. It stays until Dismiss is pressed. A result that wrote files has an Open folder button.
Shortcuts
Every shortcut can be changed. Shortcuts and presets lists them.
