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The Topbar

·course·2026-06-12

The topbar runs across the top of the editor and holds the controls you'll reach for most often: identity, undo/redo, display toggles, and the two most important buttons — Play and Save.

Game name and genre

The left of the topbar shows the game you're editing and its genre. The genre matters here because the editor adapts to it: the Inspector and tools change depending on whether you're editing a runner, a puzzle, a quiz, and so on (covered in the Inspector chapter).

Undo and Redo

Undo and Redo step backward and forward through your changes, exactly as they do in Unity, Unreal, and Godot. Any edit you make — moving an object, changing a value, adjusting a level — can be undone. Get into the habit of using them freely; they make experimenting safe, since you can always step back.

Display toggles

The topbar includes toggles that change what you see in the viewport, without changing the game itself:

  • AABB — shows the collision boxes around objects. AABB stands for axis-aligned bounding box, the simple rectangular collision shape used by most 2D games. Seeing these boxes helps you understand how objects will collide. This is the equivalent of turning on collider gizmos in Unity or collision shapes in Godot.
  • Camera — shows the camera frame, so you can see what the player will actually have on screen versus what extends beyond it. Engines show this with a camera frustum or 2D camera bounds.
  • Grid — overlays a grid to help you align objects neatly, just like the grid and snapping helpers in any engine's scene view.

Play

The Play button switches the editor into Play mode and runs the real game inside the viewport. This is the same idea as Unreal's Play In Editor or Unity's Play button. It's the fastest way to test a change — make an edit, hit Play, and try it immediately.

Save and Rebuild

Save (sometimes shown as Save & Rebuild) writes your changes back to the game and regenerates the playable version. Until you save, your edits live only in the editor. Saving applies them to the actual game so they take effect for anyone who plays it. The Saving and Publishing chapter covers exactly what happens when you save.

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