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Editor Windows

13976_gamedev (Student) edited this page Jul 29, 2026 · 4 revisions

Editor Windows

Dashboard

Tools > Starhelm > Dashboard (Ctrl+Shift+H) is the entry point, and every tool below is one of its tabs — the same panels the standalone windows show, so nothing is duplicated and you never need six windows open. Switching tabs keeps each tool exactly as you left it.

Its Overview tab checks the open scene — executor, actors, world query, movement, dialogue, gizmos, authored actions, behaviour graph — shows what is missing and fixes each with one button. Its Create card generates the data folders, the demo actions, the demo dialogue, a demo behaviour graph and a playable scene, or all of them at once with Create all.

The window is responsive: below roughly 620px the tab strip keeps its icons and drops its wording.

Every tool also opens as its own window under the Tools > Starhelm menu when you want the space.

Window What it does
Action Framework Author actions: sectioned inspector, live validation, in-game dispatch
Behavior Graph Visual behavior tree; rename nodes, click-to-link, edges represent logic
Action Graph Node view of a single action's pipeline
Dialogue Cues, timing, speaker filters, per-character profiles, live testing
Debugger Play-mode decision timelines, with pause, timescale control and order cancellation
Setup Data folders, demo actions, demo dialogue, demo behaviour graph, playable scene

Action Framework

Each action (for example attack.target) is shown as a sectioned inspector covering targeting, conditions, costs (stamina, time, resource) and effects. Every section supports adding or removing entries inline, with live validation.

Action Graph

A one-click "Graph" view of an ActionDefinition's pipeline, showing Target, Conditions, Costs and Effects wired exactly as they execute. Useful for sanity-checking a complex action at a glance.

Behavior Graph

A fully visual behavior tree editor supporting Sequence, Selector, Action, Condition and Wait nodes. Nodes are freely renameable, and connections are created by click-to-link.

The Drive this AI field binds a graph to an actor in one drop: it adds a BehaviorRunner, assigns the graph and hands control over from the utility brain.

Tools > Starhelm > Setup > Create Demo Behavior Graph authors a worked example — a gatherer that gathers, delivers, then waits and patrols when there is nothing left.

Debugger

Available in Play mode, it shows a live per-actor decision timeline explaining why the AI is acting, blocked, or waiting, with playback controls (pause, slow-mo, fast-forward) and the ability to cancel orders directly.

Setup

Creates the Assets/Starhelm Data folder structure, and can generate demo actions, demo dialogue and a full playable template scene in one click.

See Features for the concepts behind each of these windows.

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