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Editor Windows
Tools > Starhelm > Hub (Ctrl+Shift+H) is the entry point. It checks the open scene — executor,
actors, world query, movement, dialogue, gizmos, authored actions — shows what is missing and fixes
each with one button. It also launches every other window and the setup commands, so nothing has to
be hunted through menus.
All Starhelm tools live under the Tools > Starhelm menu in the Unity Editor.
| 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, and the playable scene generator |
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.
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.