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Play, Pause, Reset, and Audio

The Editor Tools bar contains a four-button cluster that controls the game loop:

ButtonKeyboardWhat it does
PlayF1Enters Play mode (Core.IsEditMode = false). Component Update methods start running.
StopF1 (again)Returns to Edit mode. If Core.ResetSceneAutomatically is true the scene is reloaded from disk, discarding Play-mode changes.
PauseF2Toggles Core.IsPauseMode. Components that do not implement IUpdatableInPauseMode stop updating. Only meaningful while in Play mode.
ResetF5Calls Core.InvokeResetScene(). Reloads the scene from disk without leaving Play mode.

Additional shortcuts:

During Play, the gameplay camera controls the view; the editor does not pull it toward an old editing position. Pausing with the editor's Pause button or F2 begins at the current gameplay camera position, then allows editor camera navigation while paused. Resume returns camera control to gameplay. See Main Windows for viewport and overlay controls.

ActionKeyboard
Reload scene (recompile scripts + reload)F6
Save sceneCtrl+S
Toggle fullscreenF11

The audio mute button in the toolbar calls Core.InvokeSwitchAudio(bool), which sets Core.IsAudioOn, fires Core.OnSwitchAudio, and applies SoundEffect.MasterVolume as a global backstop. Components that implement IAudioComponent receive an OnAudioStateChanged callback.

Scene data cannot be saved while in Play or Pause mode. Ctrl+S is ignored and a notification is shown.