Play, Pause, Reset, and Audio
The Editor Tools bar contains a four-button cluster that controls the game loop:
| Button | Keyboard | What it does |
|---|---|---|
| Play | F1 | Enters Play mode (Core.IsEditMode = false). Component Update methods start running. |
| Stop | F1 (again) | Returns to Edit mode. If Core.ResetSceneAutomatically is true the scene is reloaded from disk, discarding Play-mode changes. |
| Pause | F2 | Toggles Core.IsPauseMode. Components that do not implement IUpdatableInPauseMode stop updating. Only meaningful while in Play mode. |
| Reset | F5 | Calls 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.
| Action | Keyboard |
|---|---|
| Reload scene (recompile scripts + reload) | F6 |
| Save scene | Ctrl+S |
| Toggle fullscreen | F11 |
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+Sis ignored and a notification is shown.