tupicAcademy

The Inspector

·course·2026-06-12

The Inspector on the right shows the properties of whatever you've selected and lets you edit them. It's the direct equivalent of Unity's Inspector, Unreal's Details panel, and Godot's Inspector dock — the place where you tune the specifics of the selected thing.

Context-sensitive properties

The Inspector changes based on what's selected. Pick a level, an object, the physics group, or an asset, and the Inspector shows the relevant settings for that selection. This context-sensitivity is exactly how the Inspector/Details panel behaves in every major engine: select different things, see different properties.

The main contexts are:

  • Game — overall settings for the whole game.
  • Physics — the physical rules: gravity, movement speed, jump strength, and similar values that govern how things move and feel.
  • SDK — integration and platform-level settings.
  • Level — settings for the currently selected level.
  • Asset — properties and tools for a selected image or resource (see the Assets chapter).
  • Entity (object) — the position, size, and properties of an individual object in the scene.

Editing physics

The Physics inspector is where the game's feel comes from. Adjusting gravity, speeds, and jump strength changes how the game plays — a heavier gravity makes jumps snappier, a higher speed makes a runner more frantic. This is conceptually the same as editing a Rigidbody and physics settings in Unity, or the physics properties on a body in Godot, but presented as simple, tunable values.

Genre-specific panels

This is where the editor goes beyond a generic property sheet. Because TupicGame knows your game's genre, the Inspector shows panels tailored to that genre:

  • A runner shows controls for player speed, obstacle frequency, and background scroll speed.
  • A quiz shows controls for question categories and timer duration.
  • Other genres show the settings that matter for them.

This genre-aware design replaces the one-size-fits-all forms of earlier versions and means you only ever see the controls relevant to the kind of game you're building. It's a step beyond a standard engine inspector, which shows generic components rather than genre-specific tuning.

Editing an object's position and size

When an individual object is selected, the Inspector shows its position and size, which you can edit precisely by typing values — useful when dragging in the viewport isn't exact enough. Engines offer the same precise numeric transform editing alongside visual manipulation.

    share