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Editor Windows
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 |
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.
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.
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.
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.
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.