# Editor basics

The Hology Editor enables you to design your game worlds and levels. It provides an interface to manage assets and various tools for placing and changing objects. This page will explain in more detail how to use the editor.

{% embed url="<https://youtu.be/dDrOy6PYHi0?si=YZFcmaWAVlfwWWiQ>" %}

## Panels

### Asset browser

The asset browser contains content that can be used in your scenes. It contains many built in assets such as simple shapes and actors as well as your own imported assets.

<figure><img src="/files/azYi2EpnnE1WouLUHZrZ" alt=""><figcaption></figcaption></figure>

#### Categories

Assets are grouped by category. Select the category with this drop down selector.

<figure><img src="/files/Xyjmm29aEFODSYYbyGXa" alt=""><figcaption><p>Asset category selector</p></figcaption></figure>

### Outliner

The outliner presents a hierarchy of objects in your scene. It allows you to select objects as well as to perform various actions on the objects.

* Select a range of objects by first selecting an object, hold down **shift** and select another.
* Add additional objects your your selection by holding down **ctrl / ⌘**

<figure><img src="/files/wllXQ3FPoGPjQV1fryLg" alt=""><figcaption><p>Outliner</p></figcaption></figure>

### Control bar

The control bar contains easily available setting for quickly changing how you view your scene in the editor and for how some tools work.

The buttons are explained in order:

* **Local transform**: Click to toggle the transform tool to work in local space. In local space, the axis for scale and move will be aligned with the object's rotation rather than the world.
* **Grid**: Enable snapping when moving or placing objects. Snapping can help more accurately placing objects either right next to each other or with an even space between. This enables you to work more effectively with modular assets such as building component that for example have a standard with and height so that they can be placed exactly next to each other.
* **2D**: Show the scene in a top down orthographic view. This can be helpful to align items more easily than when using a perspective camera.
* **Camera settings**: Control the flying camera movement, field of view, view distance and whether collision shapes should be rendered.

<figure><img src="/files/bOHoSu2L6MVyOnyvq0FD" alt=""><figcaption></figcaption></figure>


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