> For the complete documentation index, see [llms.txt](https://metasy.gitbook.io/metasy-guides/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://metasy.gitbook.io/metasy-guides/development-and-creation/editor/interface-introduction.md).

# Interface Introduction

## Landing Page

Open the Editor and you will see two tabs: "My Projects" and "Unpublished Projects".

## My Projects

Scenes currently published.

<figure><img src="https://content.gitbook.com/content/D5BMLVwCXjZRAIsLUM4K/blobs/SN1xNk4SXBgAMd4TwIdN/%E5%BE%AE%E4%BF%A1%E6%88%AA%E5%9B%BE_20240118171553.png" alt=""><figcaption></figcaption></figure>

## Unpublished Projects

Unpublished scenes from the works currently being created.

<figure><img src="https://content.gitbook.com/content/D5BMLVwCXjZRAIsLUM4K/blobs/nvLlz8joPcMrgnMiqTqt/%E5%BE%AE%E4%BF%A1%E6%88%AA%E5%9B%BE_20240118171632.png" alt=""><figcaption></figcaption></figure>

## Scene modification and management (Requirement phase)

*The main content involves iterative updates and information editing settings for already published scenes.*

## Studio Main View

The menu primarily includes: Toolbox, Properties, Project Manager, Command Bar, and Output Box.

## Toolbox

Most contents in Studio are based on cloud service assets, each with a unique corresponding ID. For example, [Texture](https://create.roblox.com/docs/reference/engine/classes/Texture)、[MeshPart](https://create.roblox.com/docs/reference/engine/classes/MeshPart) and [Sound](https://create.roblox.com/docs/reference/engine/classes/Sound) instances reference image, mesh, and audio resources through their respective [TextureID](https://create.roblox.com/docs/reference/engine/classes/Texture#TextureID)、[MeshID](https://create.roblox.com/docs/reference/engine/classes/MeshPart#MeshID) and [SoundID](https://create.roblox.com/docs/reference/engine/classes/Sound#SoundID) properties.

<figure><img src="https://content.gitbook.com/content/D5BMLVwCXjZRAIsLUM4K/blobs/hWPTqxHGB46Eg5776iqB/image.png" alt=""><figcaption></figcaption></figure>

When importing asset objects, they must pass an audit check before users can view and interact with them in the 'My Assets' experience. After the Unity SDK approves the imported assets, you can choose to retain their usage rights on the platform or make them public, as detailed in the asset permissions.

### My Assets

This includes personal published materials, characters, models, images, etc. Generally, you can view them in the 'My Assets' section of the editor or find them in the asset store after importing. There are two types of assets:

* Assets that exist as objects in the data model, such as models and meshes.
* Resources used as object properties, such as audio, images, fonts, and videos.

Please refer to the table below for more information on these two types of scene resources, such as where and how to use them in Studio.

| Video  | The object displays video resources through its whiteboard, showcasing the properties of the video.                                                                                                                                                    |
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| Model  | The Model is a container object for geometric groupings, such as BaseParts, MeshParts, and other Model objects. Models can also contain objects like scripts. Whenever you group objects together in Studio, they automatically become a Model object. |
| Mesh   | MeshPart is a part object that contains a custom mesh with physical simulation.                                                                                                                                                                        |
| BGM    | The Sound object is an object that emits audio when an audio resource ID is applied to its SoundId property. The placement of the Sound object within the data model alters the way and location the sound is emitted in the experience.               |
| Images | Images are used in various ways in one place, including as textures/decals on parts, UI elements, mesh textures, textures for custom materials, textures for special effects, and more.                                                                |
| Fonts  | When you apply a font resource ID, the TextButton, TextLabel, and TextBox objects display text in a specific style and format.                                                                                                                         |

<figure><img src="https://content.gitbook.com/content/D5BMLVwCXjZRAIsLUM4K/blobs/wvPykroWmHpss1YxynY0/image.png" alt=""><figcaption></figcaption></figure>

### Properties

From the attributes panel, you can adjust the properties of the selected object. Object properties are divided into multiple parts; for example, sm\_signboard\_2 include "Rotation," "Scaling," etc.

<figure><img src="https://content.gitbook.com/content/D5BMLVwCXjZRAIsLUM4K/blobs/7YoJdwGN3Gykj9E9Qbog/image.png" alt=""><figcaption></figcaption></figure>

### Project Manager

The middle area is where we can see the project's visual interface, and you can visually edit the project. The objects here are stored in the Project Manager.

<figure><img src="https://content.gitbook.com/content/D5BMLVwCXjZRAIsLUM4K/blobs/slCTf9Rj88NRNUMriXic/image.png" alt=""><figcaption></figcaption></figure>

You can see all the resources and services of the project in the Project Manager, including all objects rendered in the 3D world.

<figure><img src="https://content.gitbook.com/content/D5BMLVwCXjZRAIsLUM4K/blobs/1eeairqGsYt9KWAYagZJ/image.png" alt=""><figcaption></figcaption></figure>

### Command Bar and Output Box (Scheduled)

*The output panel will display the editor status and the output of the script/command.*

*Whether it supports customizing the editor panel's position and size (floating window and draggable).*

*Choosing a suitable panel layout can achieve twice the result with half the effort.*

## Basic Shortcut Keys

|              |                                                                  |
| ------------ | ---------------------------------------------------------------- |
| W            | Move camera forward                                              |
| A            | Move camera left                                                 |
| S            | Move camera backward                                             |
| D            | Move camera right                                                |
| Q            | Pan down                                                         |
| E            | Pan upwards                                                      |
| F            | Focus on selected object                                         |
| F5           | Start or end Running the project                                 |
| Shift        | Used in conjunction with any movement key to change camera speed |
| Ctrl+S       | Save project                                                     |
| Ctrl+C       | Copy current selected object                                     |
| Ctrl+V       | Paste current selected object                                    |
| Ctrl+G       | Group current selected objects                                   |
| Shift+Ctrl+G | Detach current selected object                                   |
| Ctrl+Z       | Undo current operation                                           |
| Ctrl+R       | Resource rename                                                  |
| Ctrl+L       | Lock/anchor current selected object                              |
| Delete       | Delete selected object                                           |

You can open the Editor settings to view more shortcut keys.
