Scene View

The Scene view displays the 3D visualization constructs and custom 2D user interface widgets.  


Navigate the Scene

Navigate the 3D environment using the w,a,s,d,r,f and arrow keys as well as the scrollbars and by dragging the mouse while pressing the right button. Pressing the CTRL key will present additional navigation options. 

Position Objects

After selecting certain objects in the tree view, a manipulator automatically attaches itself to the corresponding artefact in the scene. Use the manipulator to position, rotate or scale the object. Different buttons in the toolbar allow you to switch manipulators and snap the position and orientation to discrete grid points or angle. 

Define Viewpoints

There are five viewpoint buttons in the toolbar which store the lastest camera position. 

Tree View

The Treeview contains the different building blocks of an application as well as the simulation control functions in a toolbar on the top of the treeview. 


Create nodes

Use right mouse click to bring up a selection of elements that can be inserted under a given node. 

Delete nodes

Hit the delete button on a selected node. Note that you cannot delete sub trees in which nodes still reside in script processors.

Move nodes

Drag and drop nodes using  the mouse. By default the drop operations attempts to add a nodes as a child of the drag target. Hit the CTRL key while dragging order to insert a node as a sibling.

Rename nodes

Hit F2 on the selected node to change the name. Note that this change may invalidate the corresponding identifiers used within the Lua scripts.


Execute the application

The play button in the toolbar starts the application currently under development. At this point the script processors become active and the event handlers are invoked.  Note that if a runtime error occurs the application will stop but not reset. After fixing the problem hit the play button again to resume the execution.

Reset the application

The reset button in the toolbar switches the editor back into editing mode. Note that even though it is possible to still change various aspects of an application while it is running, it is advised to only alter scripts, kernels etc. in edit mode.


The console on the bottom of the screen displays error message as well as output generated by the print function in the Lua scripts.


Examine an Error

Clicking on an error message in the console will bring up the script, shader or kernel where this error has occurred.

Logging console

The log button in the output view redirects output to a file called console.txt in the workspace directory.

Script Processors

The script processors contain various functions to manage event handlers and develop source code. For more information watch the 10 minute video about the scripting interface.