Using the Menu Bar - Lumberyard User Guide

Using the Menu Bar

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Lumberyard Legacy Reference.

The main menu bar in Lumberyard Editor provides access to the features and tools to design, run, and deploy your game, as well as, work with external tools and find online information. To access the available features and tools, you can use the menu, the buttons on the toolbars, or the keyboard. You can pause on the buttons to see tool tips. Some editors and tools have keyboard shortcuts. For a comprehensive list, see Using Keyboard Shortcuts.

            Lumberyard Editor main menu bar.

The main menu bar has the following categories of features and functionality.

Menu Item Description
File Manage your resource files for your level, project, and other file management tools.
Edit Select objects in your level and make changes.
Game Perform operations that affect the whole game.
Tools Launch a variety of editors and specialty tools.
AWS Set and configure Amazon Web Services and manage your profile.
Help Get information about this version of Lumberyard and how to use it.


In the File menu, you can manage your game project such as opening and saving level files, show a log file, and modify your project's settings.

                Lumberyard Editor File menu
File Menu Item Description
New Create a new level. For more information, see Creating a New Level.
Open Switch to another level in your project.
Open Recent Open a recently opened level.
Save Update the level file with your changes.
Save as Create a copy of the open level with a new name.
Save Level Resources Update all of the assets with changes made in the open level.
Save Level Statistics Save statistics for the open level to an .xml file.
Save Modified External Layers Save only the external layers that have been modified since the last save.
Project Settings Launch other file management tools:
  • Switch Projects – Opens the Project Configurator

  • Configure Gems – Opens the Project Configurator

  • Deployment Tool – Opens the editor and console for selecting a deployment platform and to use a console.

Show Log File Show the log file that contains all text printed in the console to a .log file in the project's directory.
Upgrade Legacy Entities Launch the Legacy Converter tool to convert your legacy entities to components that you can edit in Lumberyard Editor. For more information, see Converting Entities with the Legacy Converter.
Exit Close Lumberyard Editor. At the prompt, you can save any changes made since the last save was performed.


In the Edit menu, you can select and manipulate objects, such as undo and redo actions, and select and hide objects.

                Lumberyard Editor edit menu
Edit Menu Item Description
Undo Revert the last action.
Redo Apply the last action.
Duplicate Create a copy of the selected object
Delete Remove the selected object from the level and its base object remains available in the Asset Browser.
Select All Specify that all visible, unlocked objects are selected for changing or applying settings.
Deselect All Remove focus from the objects that are currently selected.
Next Selection Mask Select the next selection mask.
Invert Selection Swap the selection set from the currently, selected set of objects to the other available objects.
Hide Selection Set the selected object as invisible.
Show Selection Set the selected object as visible.
Show Last Hidden Reverse the visibility setting of the hidden object last modified.
Unhide All Set all invisible objects as visible.
Group Specify multiple selected objects as a set to manipulate and modify. The viewport displays a green box around the objects.
Modify Show a submenu of actions. See the Modify section.
Lock Selection Set the selected object as frozen. Frozen objects are uneditable.
Unlock All Set all frozen objects as editable.
Rename Object(s) Opens a dialog box to specify a new name. If you rename multiple objects at once, each object is appended with a number.
Set Object(s) Height Opens a dialog box to specify a specified height (in meters) above the terrain.
Editor Settings See the Editor Settings section.


In the Group menu, you can apply changes to multiple objects as a set, such as grouping and ungrouping objects.

                    Lumberyard Editor Group submenu of the Edit menu.
Group Menu Item Description
Group Specify multiple objects as a set to manipulate.
Ungroup Separate all of the objects that are in the selected group.
Open Group Allow an object within a set to be selected and manipulated independently of the group.
Attach to Group Add selected objects to a group.
Detach from Group Remove selected objects from a group.
Hold Save the current state for the group temporarily, so that you can test and experiment with alternative settings. You can keep the new settings or click Fetch to undo them.
Fetch Restores the state of the group to the saved state specified with Hold. This option is only available if you placed a Hold at some point.


In the Modify menu, you can manipulate attributes and properties of objects and entities, such as height, alignment, and material.

                    Lumberyard Editor Modify submenu of the Edit menu
Modify Menu Item Description
Link Create hierarchies between objects.
Unlink Remove the connection between linked objects.
Align Display a submenu with options for placing an object in relationship to the grid, to another object, or to the selected surface, which moves the pivot point of the object.

If you align an object to another object that has modified scale or rotation, the original object will use the modified settings along with the position data. To override this action, use the following keys (single or combination) when you select the original object:

  • Ctrl – Align the object to the bounding box.

  • Alt – Use the object's existing rotation.

  • Shift – Use the object's existing scale.

Constrain Limit the movement of an object to the XYZ axes, XY planes, or to the surface of the terrain and objects.
Snap Place an object on the grid or a rotational increment.
Transform Mode Displays a submenu to apply the following changes to an object:
  • Select Mode – Select an object to modify.

  • Move – Change the location of an object along the axes.

  • Rotate – Select and spin an object on the selected axis.

  • Scale – Select and resize an object proportionally.

  • Select Terrain – Switch from the selected object to the terrain.

Convert to Change the selected object to another type of entity: brush, geometry entity, designer object, static entity, game volume, or component entity. For more information, see the Converting Entities with the Legacy Converter.
Fast Rotate Quickly spin the selected object on the specified axis or with the degree value that you set for Rotate Angle.
Sub Object Mode If the Edit Mesh function is enabled, select and edit the geometry components of the object.
Save Object(s) Update the file with the changes made to the selected objects.
Load Object(s) Open the dialog box to browse and select objects from the game directory.
Update Procedural Vegetation Reapply settings in the .sbsar files.

Editor Settings

In the Editor Settings menu, you can customize your editing experience.

                    Lumberyard Editor Editor Settings of the Edit menu
Editor Settings Menu Item Description
Global Preferences Modify the global settings for Lumberyard Editor and its tools. For more information, see Changing Preferences.
Graphics Performance Select your preferred display setting:
  • PC – Enable specific resolution display settings (Note: Some values are DX11 specific):

    Very High | High | Medium | Low

  • OSX GL osx-gl.cfg– same OSX Metal osx-metal.cfg.

  • OSX Metal – Emulate the macOS display settings that use OpenGL graphics.

  • Android – Enable specific resolution display settings.

    Very High | High | Medium | Low

  • iOS – Enable specific resolution display settings.

    Very High | High | Medium | Low

  • Apple TV – Emulate the Apple TV display settings.

Keyboard Customization Configure toolbars, menus, and keyboard shortcuts. You can customize your keyboard settings, with the option to import or export saved custom keyboard settings.


In the Game menu, you can add and test enhancements to your game project.

                Lumberyard Editor Game menu
Game Menu Item Description
Play Game Switch to game mode (runtime). To return to edit mode, press Esc.
Enable Physics/AI Toggle physics and AI in your level to use the PhysX system if the event bus and handlers are not specified. For more information, see Working with the Event Bus (EBus) system.
Export to Engine Export the level data to a level.pak file in order to play the level in game mode.
Export Selected Objects Save the selected geometry to an .obj or .fbx file to make it available for use with other entities.
Export Occlusion Mesh Save the occlusion mesh for application to other entities.
Terrain Collision Toggle the ability of the camera to move with the terrain surface and prevent flying under the terrain surface.
Edit Equipment Packs Open the Edit Equipment Packs window to add, delete, rename, or reorder the equipment for an actor.
Toggle SP/MP GameRules Toggle between single player and multiplayer game rules.
Synchronize Player with Camera Set the player's position relative to the camera position.
AI Submenu for artificial intelligence options. See the AI section.
Audio Submenu for sound options. See the Audio section.
Clouds Submenu enabled when the Sky Clouds gem is included in the project. See the Clouds section.
Prefabs Submenu for the legacy version of slices. See the Prefabs section.
Terrain Submenu for managing the terrain. See the Terrain section.
Debugging Submenu offer options for reloading specific files and for error checking. See the Tools section.


In the AI menu, you can manage AI settings such as generating AI navigation and updating the AI system within a level. For more information, see the Navigation Area component.

                    Lumberyard Editor Artificial Intelligence (AI) submenu of the Game menu
AI Menu Item Description
Generate All AI Generates the AI navigation to include triangulation, 3D navigation volumes, flight navigation, and waypoints.
Generate Triangulation Generates only the triangulation of the navigation mesh that is used for outdoor levels.
Generate 3D Navigation Volumes Generates only the 3D navigation data for 3D volumes that are used by alien AI agents; volumes are defined by AINavigationModifier and a Volume navigation type.
Generate Flight Navigation Generates only the 2.5D navigation data for volumes used by flying AI agents; volumes are defined by AINavigationModifier and a Flight navigation type.
Generate Waypoints Generates only the links for indoor waypoints.
Validate Navigation Check the generated data for various problems and display warnings if any problems are found (for example, bad object placement, overlapping forbidden areas, or corruptions).
Clear All Navigation Remove the triangulation, 3D navigation volumes, flight navigation, and waypoint data from the level.
Generate Spawner Entity Code Search for AI entity classes and generate an .ent file for each; associate an entity class name with the Lua base file for that entity.
Generate 3D Debug Voxels Generate debugging information for volume navigation regions when the ai_DebugDraw console variable is enabled.
Create New Navigation Area Create a navigation area.
Request a full MNM rebuild Perform a full rebuild of all multi-layer navigation mesh (MNM) data. Use this periodically if the Continuous Update feature is off (see below).
Show Navigation Areas Enable blue areas to highlight MNM areas on the terrain in the viewport.
Add Navigation Seed Add an entity designated as points of off-mesh accessibility of an MNM.
Continuous Update Enable automatic updates to the MNM data. If disabled, you need to select Request a full MNM rebuild in order for the mesh data to update.
Visualize Navigation Accessibility Display areas that are inaccessible to the AI agent in red and accessible areas in blue in the viewport.
View Agent Type Select from a submenu of agent types such as MediumSizedCharacters. You can add agent types to the navigation.xml file in the lumberyard_version\dev\your_project\scripts directory.
Generate Cover Surfaces Generate the data specifying areas available for hiding and avoiding danger.
AIPoint Pick Link Combine AI navigation modifier points.
AIPoint Pick Impass Link Restricts AI navigation modifier points to prevent AI from walking on the points.


In the Audio menu, you can stop all sounds or refresh the audio.

                    Lumberyard Editor Audio submenu of the Game menu
Audio Menu Item Description
Stop All Sounds Silence all sounds in the level.
Refresh Audio Reapply settings to all of the sounds in the level.


In the Clouds menu, you can create, open, close, and delete your custom cloud assets. The project must have the Sky Clouds Gem enabled. For more information, see Sky Clouds Gem.

                    Lumberyard Editor Clouds submenu of the Game menu with Sky Clouds gem enabled.
Clouds Menu Item Description
Create Create a new cloud asset.
Destroy Remove a custom cloud asset.
Open Open the selected cloud asset.
Close Close the selected cloud asset.


In the Prefabs menu, you can modify CryEntities defined in the prefab library.


We recommend that you use slices instead. For more information, see Working with Slices.

                    Lumberyard Editor Prefabs submenu of the Game menu.
Prefabs Menu Item Description
Create Prefab from Selected Object(s) Create a prefab from selected objects.
Add Selected Object(s) to Prefab Add the selected objects to the prefab.
Clone Selected Object(s) Clone the selected objects.
Extract Selected Object(s) Extract the selected objects from the prefab.
Open All Open all prefabs.
Close All Close all prefabs.
Reload All Reload all prefabs.


In the Terrain menu, you can specify changes that affect the game world and terrain appearance.

                    Lumberyard Editor Terrain submenu of the Game menu.
Terrain Menu Item Description
Generate Terrain Texture Generate the terrain surface texture in a compressed format into the terraintexture.pak file; you must do this in order for changes made by the terrain painter to be visible in game mode.
Generate Terrain Open the Terrain Editor to generate terrain for the level.
Edit Terrain Open the Terrain Editor to modify the terrain settings.
Export/Import Megaterrain Texture Save or include a megaterrain texture, which is a diffuse texture that provides changes in detail as the camera moves closer to the terrain.
Export Terrain Block Save a section of the terrain to a terrain block .trb file.
Import Terrain Block Include terrain from a saved .trb file.
Resize Terrain Open the Terrain Resize tool to modify the terrain size.
Terrain Modify Flatten or smooth the terrain.
Edit Vegetation Open the Vegetation section on the Terrain tab in the Rollup Bar in order to modify the vegetation.
Paint Layers Open the Layer Painter section on the Terrain tab in the Rollup Bar in order to modify settings on the layer.
Refine Terrain Texture Tiles Divide the terrain tiles into smaller sections.
Export Terrain Area Save the selected terrain area to an .obj or .fbx file.
Export Terrain Area with Objects Save the selected terrain area and all objects within to an .obj or .fbx file.


In the Debugging menu, you can reload scripts, textures, geometry, and terrain. Other debugging options include configuring user commands and checking the level for errors.

                    Lumberyard Editor Debug submenu of the Game menu.
Debugging Menu Item Description
Reload Scripts Reapply all scripts or apply scripts separately for actor, AI, entity, item, and UI.
Reload Textures/Shaders Reapply the settings for all of the textures and shaders used in the level.
Reload Geometry Reapply the settings for all of the geometry used in the level.
Reload Terrain Reapply the settings for the selected terrain.
Resolve Missing Objects/Materials Check the level and resolve all object and material issues.
Enable File Change Monitoring Enable tracking to detect changes to files.
Check Object Positions Check the position of all objects in the level.
Clear Registry Data Remove the registry data stored for all custom toolbars.
Check Level for Errors Compile a list of errors within the level (such as duplicate objects and missing assets) and display it in the console window.
Save Level Statistics Update the your_level_name.xml file in the C:\Amazon\Lumberyard\your_version\dev\Cache\your_game\pc\your_game\testresults directory with current data.
Compile Script Compile an entity script.
Reduce Working Set Reduce memory consumption.
Update Procedural Vegetation Apply modifications made to the procedural vegetation.
Configure Toolbox Macros Open the Tools Configuration window to create shortcuts for the console commands.
Toolbox Macros Display the shortcuts in the console and Lumberyard Editor commands that you created.
Script Help Open the Script Help window to view a list of commands, descriptions, and examples.


In the Tools menu, you can access Lumberyard Editor tools and plugins. For more information, see Lumberyard Editors and Tools.

                Lumberyard Editor Tools menu


In the View menu, you can customize the layout and the viewport of Lumberyard Editor.

                Lumberyard Editor View menu
View Menu Item Description
Center on Selection Select an object to zoom to its boundaries. You can then press Alt and use the mouse to pan around the object, which remains centered on the screen.
Show Quick Access Bar Show or hide the quick access bar.
Error report Open the file with details about errors.
Layouts Choose or save the pane layout shown in Lumberyard Editor:
  • Component Entity Layout – Display the Entity Outliner, Entity Inspector, and Asset Browser with the viewport,

  • Legacy Layout – Display the Rollup Bar and viewport only.

  • Save Layout – Save your current layout.

  • Restore Default Layout – Restore the layout to the default (Component Entity Layout).

    For more information, see Restoring the Default Layout for Lumberyard Editor.

Viewport Submenu for the Perspective panel. See the Viewport section.
Refresh Style Reapply the stylesheet from of the editor's stylesheet.


In the Viewport menu, you can change settings that affect the display for level design, entity placement, and object manipulation. For more information, see Using the Viewport.

                    Lumberyard Editor Viewport submenu of the View menu.
Viewport Menu Item Description
Wireframe Enable or disable the wireframe view.
Ruler Add a tool measure the distance from one point to another.
Grid Settings Set grid line spacing, angle snapping, and rotation and translation settings.
Configure Layout Select a preconfigured layout.
Goto Coordinates Specify the camera position in XYZ coordinates and move the camera to that position.
Center on Selection Go to the currently selected object in the viewport.
Goto Location Go to one of 10 predefined locations in the viewport.
Remember Location Save up to 10 locations in the viewport.
Change Move Speed Change the movement speed for all objects in the level.
Switch Camera Change the camera for the viewport:
  • Default Camera – Select the default camera.

  • Sequence Camera – Select the camera that is used in a track view sequence.

  • Selected Camera Object – Select the camera entity.

  • Cycle Camera – Select the next camera.

Show/Hide Helpers Show or hide all helper objects.


In the AWS menu, you can sign up for an Amazon Web Services (AWS) account and set up services using Cloud Canvas and Amazon GameLift.

                Lumberyard Editor Amazon Web Services (AWS) menu.
AWS Menu Item Description
Credentials manager Add or edit an AWS profile.
Cloud Canvas Select a deployment or see more information in Understanding Cloud Canvas Resource Manager or Using Dynamic Content Manager.
Commerce Learn how to submit your game to Amazon's Digital Software store using Merch by Amazon or Publishing on Amazon.
GameLift Access the Amazon GameLift console or learn more about the game server hosting and matchmaking solution built on AWS.
Open AWS Console Open the AWS Management Console and access Amazon Cognito, user management services; Amazon DynamoDB, NoSQL database service; Amazon S3, cloud storage; and AWS Lambda, serverless computing.


In the Help menu, you can search the Lumberyard documentation, open Lumberyard tutorials and resources, and view information about Lumberyard Editor.

                Help menu
Help Menu Item Description
Search documentation Type keywords to search the Lumberyard documentation.
Getting Started Open the Amazon Lumberyard Getting Started Guide.
Tutorials Open the Amazon GameDev Tutorials website to view written and video tutorials.

Select the following documentation:

GameDev Resources

Select the following resources:

  • GameDev Blog

  • GameDev Twitch Channel

  • Forums

  • AWS Support

Give Us Feedback Send feedback to the Lumberyard email alias.
About Lumberyard View copyright, build, and version information for Lumberyard Editor.