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QuaEngine Editor

Create projects, author scripts, inspect previews, and build games in the standalone QuaEngine workspace.

QuaEngine Editor is a standalone Electron authoring workspace. Write QuaScript / TypeScript in Monaco, edit statement properties, characters, and animations, then run your project's Web or Native development entry.

This section has matching English and Chinese documentation. Use the language selector to switch pages. The current Editor application primarily uses Chinese labels; translated documentation does not change the application's language. English instructions include the relevant Chinese labels where needed.

Start the editor

Use Node.js 22.12+ and pnpm 12.3.4, then run from the repository root:

Bash
pnpm install --frozen-lockfilepnpm dev:editor

See Get the editor for cloning, prerequisites, and release availability. A macOS source build needs Xcode Command Line Tools and the appropriate Node-API headers; Native game preview additionally needs Rust/Cargo.

Complete an authoring loop

  1. Create or open a project, then check its configuration and dependencies.
  2. Edit in Monaco and use statement properties for dialogue and staging commands.
  3. Prepare source drafts with the character browser and animation editor, then review and save them.
  4. Run and inspect a preview, locate the cursor's step, and exercise affected choices.
  5. Resolve disk conflicts, save, and build production output. Validate the actual target artifact separately.

Find a workflow

TaskGuide
Create games/plugins and manage source assetsProjects and files
Arrange panels, change themes, use terminals and GitWorkspace and tools
Edit dialogue, decorators, and source draftsQuaScript authoring
Inspect elements, storage, resources, and performancePreview and debugging
Plan and rewrite with AINovel Writer
Install, enable, or publish pluginsPlugin marketplace
Build Web or macOS Native outputProduction builds
Resolve setup, saving, and preview problemsTroubleshooting
Integrate the editor runtime or extension servicesWorkbench reference · Registry reference

Current boundaries

Embedded previews target Web and Native. Native layer embedding is currently implemented on macOS only; Windows/Linux do not fall back to screenshot transport. Cocos/Godot use independent workspace generation through the project's toolchain, rather than additional embedded preview options.

Engine/store remains authoritative for game state. Forms and AI writeback create source drafts; preview tools use the project's development protocol. Preview storage, source files, and production saves are different layers; see storage and resources.

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