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.

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.