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Editing Scenes

In Stage you lay out a scene by hand, the same way you would in the PlayCanvas Editor, and the agent writes the result into your code.

Play and Pause​

The toolbar above the app plays and pauses it with ⌘+P (Ctrl+P on Windows and Linux). Pausing stops the app's updates, input and audio, and an editor camera takes over while the game camera stays where the app put it.

InputAction
DragOrbit
Middle-drag or Shift+dragPan
ScrollZoom
Right-dragLook around
W A S D Q EFly
FFrame the selection, or the whole scene, and orbit it
⌥+⌘+PStep the app one frame

Paused, click an entity to select it. Each camera in the scene shows as an icon, and a selected camera shows what it sees.

Move, Rotate and Scale​

With an entity selected, switch the gizmo with 1, 2 and 3. Every toolbar button shows what it does and its key on hover.

KeyAction
1Move: drag an arrow or plane of the gizmo
2Rotate: drag a ring of the gizmo
3Scale: drag a handle of the gizmo
XSwitch the gizmo between world and local axes
ShiftHold while dragging to snap: move in 0.1 m, turn in 15° and scale in 0.1 steps
GShow or hide the ground grid
Ctrl/⌘+ZUndo
Ctrl/⌘+Shift+ZRedo

The ground grid shows to the editor camera only. It never appears in comment captures and can't be selected.

Apply Edits to the Source​

Every edit is saved as you make it, shows in every open view of the stage and survives reloads. Nothing changes in your source until you choose:

  • Apply sends the edits to the agent, to write into the source.
  • Discard puts the edited entities back where the app placed them, and sends nothing. It can be undone.
tip

In Claude Code you don't need to switch to the session after pressing Apply. The plugin wakes the session, and the agent picks the edits up on its own.

note

An edit applies once, when its entity appears. After that, the app's own writes to the entity win, so an entity the app moves while it runs won't hold an edit.