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Using the Menu Bar

Using the Menu Bar


This topic references tools and features that are legacy . If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line . To learn more about legacy features, see the Lumberyard Legacy Reference .

The main menu bar in Lumberyard Editor provides access to the features and tools to design, run, and deploy your game, as well as, work with external tools and find online information. To access the available features and tools, you can use the menu, the buttons on the toolbars, or the keyboard. You can pause on the buttons to see tool tips. Some editors and tools have keyboard shortcuts. For a comprehensive list, see Using Keyboard Shortcuts.

[Lumberyard Editor main menu bar.]

The main menu bar has the following categories of features and functionality.


Menu ItemDescription
FileManage your resource files for your level, project, and other file management tools.
EditSelect objects in your level and make changes.
GamePerform operations that affect the whole game.
ToolsLaunch a variety of editors and specialty tools.
AWSSet and configure Amazon Web Services and manage your profile.
HelpGet information about this version of Lumberyard and how to use it.

File

In the File menu, you can manage your game project such as opening and saving level files, show a log file, and modify your project’s settings.

[Lumberyard Editor File menu]


File Menu ItemDescription
NewCreate a new level. For more information, see Creating a New Level.
OpenSwitch to another level in your project.
Open RecentOpen a recently opened level.
SaveUpdate the level file with your changes.
Save asCreate a copy of the open level with a new name.
Save Level ResourcesUpdate all of the assets with changes made in the open level.
Save Level StatisticsSave statistics for the open level to an .xml file.
Save Modified External LayersSave only the external layers that have been modified since the last save.
Project SettingsLaunch other file management tools: [See the AWS documentation website for more details]
Show Log FileShow the log file that contains all text printed in the console to a .log file in the project’s directory.
Upgrade Legacy EntitiesLaunch the Legacy Converter tool to convert your legacy entities to components that you can edit in Lumberyard Editor. For more information, see Converting Entities with the Legacy Converter.
ExitClose Lumberyard Editor. At the prompt, you can save any changes made since the last save was performed.

Edit

In the Edit menu, you can select and manipulate objects, such as undo and redo actions, and select and hide objects.

[Lumberyard Editor edit menu]


Edit Menu ItemDescription
UndoRevert the last action.
RedoApply the last action.
DuplicateCreate a copy of the selected object
DeleteRemove the selected object from the level and its base object remains available in the Asset Browser.
Select AllSpecify that all visible, unlocked objects are selected for changing or applying settings.
Deselect AllRemove focus from the objects that are currently selected.
Next Selection MaskSelect the next selection mask.
Invert SelectionSwap the selection set from the currently, selected set of objects to the other available objects.
Hide SelectionSet the selected object as invisible.
Show SelectionSet the selected object as visible.
Show Last HiddenReverse the visibility setting of the hidden object last modified.
Unhide AllSet all invisible objects as visible.
GroupSpecify multiple selected objects as a set to manipulate and modify. The viewport displays a green box around the objects.
ModifyShow a submenu of actions. See the Modify section.
Lock SelectionSet the selected object as frozen. Frozen objects are uneditable.
Unlock AllSet all frozen objects as editable.
Rename Object(s)Opens a dialog box to specify a new name. If you rename multiple objects at once, each object is appended with a number.
Set Object(s) HeightOpens a dialog box to specify a specified height (in meters) above the terrain.
Editor SettingsSee the Editor Settings section.

Group

In the Group menu, you can apply changes to multiple objects as a set, such as grouping and ungrouping objects.

[Lumberyard Editor Group submenu of the Edit menu.]


Group Menu ItemDescription
GroupSpecify multiple objects as a set to manipulate.
UngroupSeparate all of the objects that are in the selected group.
Open GroupAllow an object within a set to be selected and manipulated independently of the group.
Attach to GroupAdd selected objects to a group.
Detach from GroupRemove selected objects from a group.
HoldSave the current state for the group temporarily, so that you can test and experiment with alternative settings. You can keep the new settings or click Fetch to undo them.
FetchRestores the state of the group to the saved state specified with Hold. This option is only available if you placed a Hold at some point.

Modify

In the Modify menu, you can manipulate attributes and properties of objects and entities, such as height, alignment, and material.

[Lumberyard Editor Modify submenu of the Edit menu]


Modify Menu ItemDescription
LinkCreate hierarchies between objects.
UnlinkRemove the connection between linked objects.
AlignDisplay a submenu with options for placing an object in relationship to the grid, to another object, or to the selected surface, which moves the pivot point of the object. If you align an object to another object that has modified scale or rotation, the original object will use the modified settings along with the position data. To override this action, use the following keys (single or combination) when you select the original object: [See the AWS documentation website for more details]
ConstrainLimit the movement of an object to the XYZ axes, XY planes, or to the surface of the terrain and objects.
SnapPlace an object on the grid or a rotational increment.
Transform ModeDisplays a submenu to apply the following changes to an object: [See the AWS documentation website for more details]
Convert toChange the selected object to another type of entity: brush, geometry entity, designer object, static entity, game volume, or component entity. For more information, see the Converting Entities with the Legacy Converter.
Fast RotateQuickly spin the selected object on the specified axis or with the degree value that you set for Rotate Angle.
Sub Object ModeIf the Edit Mesh function is enabled, select and edit the geometry components of the object.
Save Object(s)Update the file with the changes made to the selected objects.
Load Object(s)Open the dialog box to browse and select objects from the game directory.
Update Procedural VegetationReapply settings in the .sbsar files.

Editor Settings

In the Editor Settings menu, you can customize your editing experience.

[Lumberyard Editor Editor Settings of the Edit menu]


Editor Settings Menu ItemDescription
Global PreferencesModify the global settings for Lumberyard Editor and its tools. For more information, see Changing Preferences.
Graphics PerformanceSelect your preferred display setting: [See the AWS documentation website for more details]
Keyboard CustomizationConfigure toolbars, menus, and keyboard shortcuts. You can customize your keyboard settings, with the option to import or export saved custom keyboard settings.

Game

In the Game menu, you can add and test enhancements to your game project.

[Lumberyard Editor Game menu]


Game Menu ItemDescription
Play GameSwitch to game mode (runtime). To return to edit mode, press Esc.
Enable Physics/AIToggle physics and AI in your level to use the PhysX system if the event bus and handlers are not specified. For more information, see Working with the Event Bus (EBus) system.
Export to EngineExport the level data to a level.pak file in order to play the level in game mode.
Export Selected ObjectsSave the selected geometry to an .obj or .fbx file to make it available for use with other entities.
Export Occlusion MeshSave the occlusion mesh for application to other entities.
Terrain CollisionToggle the ability of the camera to move with the terrain surface and prevent flying under the terrain surface.
Edit Equipment PacksOpen the Edit Equipment Packs window to add, delete, rename, or reorder the equipment for an actor.
Toggle SP/MP GameRulesToggle between single player and multiplayer game rules.
Synchronize Player with CameraSet the player’s position relative to the camera position.
AISubmenu for artificial intelligence options. See the AI section.
AudioSubmenu for sound options. See the Audio section.
CloudsSubmenu enabled when the Sky Clouds gem is included in the project. See the Clouds section.
PrefabsSubmenu for the legacy version of slices. See the Prefabs section.
TerrainSubmenu for managing the terrain. See the Terrain section.
DebuggingSubmenu offer options for reloading specific files and for error checking. See the Tools section.

AI

In the AI menu, you can manage AI settings such as generating AI navigation and updating the AI system within a level. For more information, see the Navigation Area component.

[Lumberyard Editor Artificial Intelligence (AI) submenu of the Game menu]


AI Menu ItemDescription
Generate All AIGenerates the AI navigation to include triangulation, 3D navigation volumes, flight navigation, and waypoints.
Generate TriangulationGenerates only the triangulation of the navigation mesh that is used for outdoor levels.
Generate 3D Navigation VolumesGenerates only the 3D navigation data for 3D volumes that are used by alien AI agents; volumes are defined by AINavigationModifier and a Volume navigation type.
Generate Flight NavigationGenerates only the 2.5D navigation data for volumes used by flying AI agents; volumes are defined by AINavigationModifier and a Flight navigation type.
Generate WaypointsGenerates only the links for indoor waypoints.
Validate NavigationCheck the generated data for various problems and display warnings if any problems are found (for example, bad object placement, overlapping forbidden areas, or corruptions).
Clear All NavigationRemove the triangulation, 3D navigation volumes, flight navigation, and waypoint data from the level.
Generate Spawner Entity CodeSearch for AI entity classes and generate an .ent file for each; associate an entity class name with the Lua base file for that entity.
Generate 3D Debug VoxelsGenerate debugging information for volume navigation regions when the ai_DebugDraw console variable is enabled.
Create New Navigation AreaCreate a navigation area.
Request a full MNM rebuildPerform a full rebuild of all multi-layer navigation mesh (MNM) data. Use this periodically if the Continuous Update feature is off (see below).
Show Navigation AreasEnable blue areas to highlight MNM areas on the terrain in the viewport.
Add Navigation SeedAdd an entity designated as points of off-mesh accessibility of an MNM.
Continuous UpdateEnable automatic updates to the MNM data. If disabled, you need to select Request a full MNM rebuild in order for the mesh data to update.
Visualize Navigation AccessibilityDisplay areas that are inaccessible to the AI agent in red and accessible areas in blue in the viewport.
View Agent TypeSelect from a submenu of agent types such as MediumSizedCharacters. You can add agent types to the navigation.xml file in the lumberyard_version\dev\your_project\scripts directory.
Generate Cover SurfacesGenerate the data specifying areas available for hiding and avoiding danger.
AIPoint Pick LinkCombine AI navigation modifier points.
AIPoint Pick Impass LinkRestricts AI navigation modifier points to prevent AI from walking on the points.

Audio

In the Audio menu, you can stop all sounds or refresh the audio.

[Lumberyard Editor Audio submenu of the Game menu]


Audio Menu ItemDescription
Stop All SoundsSilence all sounds in the level.
Refresh AudioReapply settings to all of the sounds in the level.

Clouds

In the Clouds menu, you can create, open, close, and delete your custom cloud assets. The project must have the Sky Clouds Gem enabled. For more information, see Sky Clouds Gem.

[Lumberyard Editor Clouds submenu of the Game menu with Sky Clouds gem enabled.]


Clouds Menu ItemDescription
CreateCreate a new cloud asset.
DestroyRemove a custom cloud asset.
OpenOpen the selected cloud asset.
CloseClose the selected cloud asset.

Prefabs

In the Prefabs menu, you can modify CryEntities defined in the prefab library.

Note
We recommend that you use slices instead. For more information, see Working with Slices.

[Lumberyard Editor Prefabs submenu of the Game menu.]


Prefabs Menu ItemDescription
Create Prefab from Selected Object(s)Create a prefab from selected objects.
Add Selected Object(s) to PrefabAdd the selected objects to the prefab.
Clone Selected Object(s)Clone the selected objects.
Extract Selected Object(s)Extract the selected objects from the prefab.
Open AllOpen all prefabs.
Close AllClose all prefabs.
Reload AllReload all prefabs.

Terrain

In the Terrain menu, you can specify changes that affect the game world and terrain appearance.

[Lumberyard Editor Terrain submenu of the Game menu.]


Terrain Menu ItemDescription
Generate Terrain TextureGenerate the terrain surface texture in a compressed format into the terraintexture.pak file; you must do this in order for changes made by the terrain painter to be visible in game mode.
Generate TerrainOpen the Terrain Editor to generate terrain for the level.
Edit TerrainOpen the Terrain Editor to modify the terrain settings.
Export/Import Megaterrain TextureSave or include a megaterrain texture, which is a diffuse texture that provides changes in detail as the camera moves closer to the terrain.
Export Terrain BlockSave a section of the terrain to a terrain block .trb file.
Import Terrain BlockInclude terrain from a saved .trb file.
Resize TerrainOpen the Terrain Resize tool to modify the terrain size.
Terrain ModifyFlatten or smooth the terrain.
Edit VegetationOpen the Vegetation section on the Terrain tab in the Rollup Bar in order to modify the vegetation.
Paint LayersOpen the Layer Painter section on the Terrain tab in the Rollup Bar in order to modify settings on the layer.
Refine Terrain Texture TilesDivide the terrain tiles into smaller sections.
Export Terrain AreaSave the selected terrain area to an .obj or .fbx file.
Export Terrain Area with ObjectsSave the selected terrain area and all objects within to an .obj or .fbx file.

Debugging

In the Debugging menu, you can reload scripts, textures, geometry, and terrain. Other debugging options include configuring user commands and checking the level for errors.

[Lumberyard Editor Debug submenu of the Game menu.]


Debugging Menu ItemDescription
Reload ScriptsReapply all scripts or apply scripts separately for actor, AI, entity, item, and UI.
Reload Textures/ShadersReapply the settings for all of the textures and shaders used in the level.
Reload GeometryReapply the settings for all of the geometry used in the level.
Reload TerrainReapply the settings for the selected terrain.
Resolve Missing Objects/MaterialsCheck the level and resolve all object and material issues.
Enable File Change MonitoringEnable tracking to detect changes to files.
Check Object PositionsCheck the position of all objects in the level.
Clear Registry DataRemove the registry data stored for all custom toolbars.
Check Level for ErrorsCompile a list of errors within the level (such as duplicate objects and missing assets) and display it in the console window.
Save Level StatisticsUpdate the your_level_name.xml file in the C:\Amazon\Lumberyard\your_version\dev\Cache\your_game\pc\your_game\testresults directory with current data.
Compile ScriptCompile an entity script.
Reduce Working SetReduce memory consumption.
Update Procedural VegetationApply modifications made to the procedural vegetation.
Configure Toolbox MacrosOpen the Tools Configuration window to create shortcuts for the console commands.
Toolbox MacrosDisplay the shortcuts in the console and Lumberyard Editor commands that you created.
Script HelpOpen the Script Help window to view a list of commands, descriptions, and examples.

Tools

In the Tools menu, you can access Lumberyard Editor tools and plugins. For more information, see Lumberyard Editors and Tools.

[Lumberyard Editor Tools menu]

View

In the View menu, you can customize the layout and the viewport of Lumberyard Editor.

[Lumberyard Editor View menu]


View Menu ItemDescription
Center on SelectionSelect an object to zoom to its boundaries. You can then press Alt and use the mouse to pan around the object, which remains centered on the screen.
Show Quick Access BarShow or hide the quick access bar.
Error reportOpen the file with details about errors.
LayoutsChoose or save the pane layout shown in Lumberyard Editor: [See the AWS documentation website for more details]
ViewportSubmenu for the Perspective panel. See the Viewport section.
Refresh StyleReapply the stylesheet from of the editor’s stylesheet.

Viewport

In the Viewport menu, you can change settings that affect the display for level design, entity placement, and object manipulation. For more information, see Using the Viewport.

[Lumberyard Editor Viewport submenu of the View menu.]


Viewport Menu ItemDescription
WireframeEnable or disable the wireframe view.
RulerAdd a tool measure the distance from one point to another.
Grid SettingsSet grid line spacing, angle snapping, and rotation and translation settings.
Configure LayoutSelect a preconfigured layout.
Goto CoordinatesSpecify the camera position in XYZ coordinates and move the camera to that position.
Center on SelectionGo to the currently selected object in the viewport.
Goto LocationGo to one of 10 predefined locations in the viewport.
Remember LocationSave up to 10 locations in the viewport.
Change Move SpeedChange the movement speed for all objects in the level.
Switch CameraChange the camera for the viewport: [See the AWS documentation website for more details]
Show/Hide HelpersShow or hide all helper objects.

AWS

In the AWS menu, you can sign up for an Amazon Web Services (AWS) account, set up services using Cloud Canvas and Amazon GameLift, and open the Cloud Gem Portal.

[Lumberyard Editor Amazon Web Services (AWS) menu.]


AWS Menu ItemDescription
Credentials managerAdd or edit an AWS profile.
Cloud CanvasSelect a deployment or see more information in Understanding Cloud Canvas Resource Manager or Using Dynamic Content Manager.
CommerceLearn how to submit your game to Amazon’s Digital Software store using Merch by Amazon or Publishing on Amazon .
GameLiftAccess the Amazon GameLift console or learn more about the game server hosting and matchmaking solution built on AWS.
Open AWS ConsoleOpen the AWS Management Console and access Amazon Cognito, user management services; Amazon DynamoDB, NoSQL database service; Amazon S3, cloud storage; and AWS Lambda, serverless computing.

Help

In the Help menu, you can search the Lumberyard documentation, open Lumberyard tutorials and resources, and view information about Lumberyard Editor.

[Help menu]


Help Menu ItemDescription
Search documentationType keywords to search the Lumberyard documentation.
Getting StartedOpen the Amazon Lumberyard Getting Started Guide .
TutorialsOpen the Amazon GameDev Tutorials website to view written and video tutorials.
DocumentationSelect the following documentation: [See the AWS documentation website for more details]
GameDev ResourcesSelect the following resources: [See the AWS documentation website for more details]
Give Us FeedbackSend feedback to the Lumberyard email alias.
About LumberyardView copyright, build, and version information for Lumberyard Editor.