Skip to content

Editor tour

The Feather 2 editor is a single window of docked tabs around a 3D viewport. Every tab can be moved, stacked or torn out into its own window, and the layout is remembered between sessions. Workspaces switch between layouts made for one job, such as terrain or logic. Every change a panel makes runs through the same validated command layer that the CLI and AI agents use, so it is undoable and behaves identically however it was made.

The Feather 2 editor: the viewport with the Outliner, Details, Content Browser and Output Log docked around it

Area Purpose
Menu bar File, Edit, Window, Tools and Help, then the workspace tabs. The project name and save state are on the right
Toolbar Add, Physics, Lights, Import, duplicate, Frame, Select / Landscape modes, Undo / Redo, Play, Simulate, Build and Settings
Viewport The 3D scene, with view, shading, gizmo and snapping controls along its top edge
Outliner The scene tree: search, Groups and the player start
Details The selected object’s transform, appearance, physics, behaviour, script and components
Content Browser Built-in objects, imported assets, prefabs and other project content
Output Log Runtime messages, script errors and model loading diagnostics

To restore the current workspace’s default arrangement, choose Window → Reset layout.

The tabs after the Help menu switch between workspaces. Each one opens the panels its job needs around the viewport, Outliner, Content Browser and Output Log, and remembers how you rearranged it.

Workspace Opens
Level The default layout: viewport, Outliner, Details and Content Browser, for placing and arranging objects
Terrain Landscape, World & terrain and Details
Art & audio Materials & textures, Effects, Mixer, Model library, Prefab library, Animation graphs and Details
Logic Game logic, Script graph, Details and Game variables
Gameplay Combat, AI behaviour trees, Input, Item manager, Details, Navigation and Physics
Story Story, Localization, Details and Game variables
Ship Build, Project settings, Profiler and Details

Right-click a workspace tab and choose Reset <name> layout to restore its default arrangement. Workspaces cannot be changed during Play.

Control What it does
Add Adds a Group, Tree, Rock, Cottage, Crystal, Cube, Sphere or Plane
Physics Places a ready-made physics setup such as water, cloth, a jump pad or a joint
Lights Adds a light preset, an irradiance volume or a reflection probe
Import Imports a GLB model
Frame Selected object (F), All authored objects (Shift+F) or Reset view
Select / Landscape Switches between selecting objects and the landscape brush
Play / Stop Runs the game. The Play in dropdown beside it chooses the viewport (the pin plays from the editor camera) or a new window — a standalone game you play alongside the editor
Simulate Runs physics only, with the editor camera. Keep writes the settled positions back as one undo step; Reset discards them
Build Builds the game for the platform selected in the Build window, this computer by default; see Build a game

When Play starts it captures the mouse for mouse look. Capture the mouse under Window → Game logic → Game settings chooses when: When Play starts (the default), Click the game view or Never (free cursor). Shift+F1 frees the cursor at any time and a click in the game view takes it back.

Along the top of the viewport you can choose a view (Perspective, Top, Front, Right), a shading mode (Lit, Wireframe, Lit + wireframe) and what to Show: foliage, guides, the player start, water/field/joint volumes and collision shapes. The gizmo buttons switch between move, rotate and scale, toggle world or local axes, and set grid, rotation and scale snapping.

Input Action
Right drag Orbit
Middle drag Pan
Scroll Zoom
Right mouse + WASD Fly the camera; hold Shift to move faster
Right-click Context menu, including Add here at the clicked ground point and Set player start here

The Outliner lists every object in the open level as an expandable tree. Type in Search scene to filter it; matching objects keep their parent Groups visible. The folder button adds a Group. The first row is the player start: select it to move it with W or turn it with E. See Objects and groups.

Details edits the selected object. Sections include Transform (with the Parent selector), Appearance, Physics, Behaviours and Script. Type in Search details at the top, or press Cmd/Ctrl+F with the pointer over the panel, to show only the matching properties. + Add Component lists the components the object does not have yet, such as lights, sounds, water, joints, doors, destructibles and vehicles. During Play, a Live section shows the player’s and the selected object’s current state.

The Content Browser lists project content by source: All, Built-in, Models, Materials, Textures, Sounds, Prefabs, Effects, Animation graphs, Levels, Fonts, Physics setups and Model library.

  • Click to select; Cmd/Ctrl+click and Shift+click extend the selection.
  • Double-click to place or open an item.
  • Drag a model or built-in object into the viewport to place it on the ground.
  • Right-click for Place, Find in level, Rename, Delete and Refresh thumbnail.

See Assets.

Open tool panels from the Window menu. Each opens as a dock tab.

Panel Covers
World & terrain Environment, weather, ambience, trees, items, post-processing, player and terrain layers
Landscape Sculpting, painting and procedural terrain
Model library Converted model packs to search and place
Materials & textures Material assets and material graphs
Prefab library Capturing and placing reusable assemblies
Game logic World scripts and data tables
Combat, Levels, Input, Navigation, AI behaviour trees Game systems of the same names
Animation graphs, Mixer, Effects, Localization, Item manager Animation, audio, particles, translations and items
Story Dialogues, quests and cinematics
Script graph Any script shown as a node graph
Profiler Frame-time and memory statistics; works during Play
Build · Windows, macOS, Linux Builds the game for players; see Build a game
Assistant An in-editor AI assistant that works through the command catalog
Project settings Searchable project and editor settings

The Tools menu opens the Script editor and Blueprints for the selected object, and Automation (MCP) for connecting external AI tools.

Press Cmd/Ctrl+K to open the command palette. It searches editor actions, panels, Settings pages, objects to add and every command in the catalog. Catalog commands can be run from the palette with JSON arguments.

Shortcut Action
W / E / R Move / rotate / scale gizmo
F Frame the selection
Shift+F Frame the whole scene
Cmd/Ctrl+D Duplicate
Cmd/Ctrl+C, Cmd/Ctrl+V Copy and paste objects or Groups
Delete / Backspace Remove the selection
End Drop the selection to the ground
Cmd/Ctrl+Z Undo
Cmd/Ctrl+Shift+Z or Cmd/Ctrl+Y Redo
Cmd/Ctrl+S Save
Cmd/Ctrl+K Command palette
Cmd/Ctrl+F Search the Details panel (with the pointer over it)
Escape Stop Play, or leave the landscape brush

Help → Controls & shortcuts shows these in the editor. Text fields keep their normal copy and paste behaviour.

Paste places an independent copy one metre to the right of the original. A copied Group includes its whole subtree. The clipboard holds up to 128 objects and stays within the open project; to move an assembly between projects, export it as a prefab. Each paste is one undo step.

The camera controls are available to agents too. Framing requests are queued; poll viewport.view.get until the request reports applied before capturing an image:

Terminal window
feather-cli --connect .feather-session.json command viewport.focus --json '{"id":1,"padding":1.2}'
# Use the request_id returned above.
feather-cli --connect .feather-session.json command viewport.view.get --json '{"request_id":1}'

See MCP setup for connecting to a running editor.