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Layout presets

The editor is a set of floating panels — Hierarchy, Inspector, Project, Script Editor, Terrain, Animation, Terminal, and the rest. Different jobs want different arrangements: scripting wants a wide code panel, sculpting wants the Terrain brush and a big viewport, a screenshot wants nothing but the viewport.

Layout presets save arrangements into eight numbered slots and switch between them with one chord — Shift+1Shift+8. Unity's named-layout dropdown is the same idea; fixed numbered slots trade the naming for muscle memory, which is the point.

The Windows menu

Everything lives under Windows in the top toolbar:

  • The panel list — click a row to open/close that panel ([x] = open). The button beside each row sends just that panel back to its default spot and brings it on-screen: the rescue for one window dragged somewhere unreachable, without disturbing the rest of your layout.
  • Layout Presets — the chip row: 0, then 18, then 9 set slightly apart.
  • Reset Layout — back to the editor's default arrangement.

Save a layout

Arrange your panels, then Shift-click a chip from 1 to 8.

Chips are colour-coded: green means the slot holds a layout, grey means it's empty. Shift-click a filled slot to overwrite it.

Saving is deliberately mouse-only. The keyboard chord always loads, so Shift+3 can never quietly overwrite the layout you were about to switch to.

Load a layout

Press Shift+1Shift+8, or click the chip.

Loading an empty slot does nothing at all — no wipe, no default arrangement, no surprise. An unsaved slot is inert until you put something in it.

The loaded layout also becomes your live layout, so reloading the editor keeps it.

Edit mode only

The keyboard chord is ignored during a play-test. In Play, the number keys equip backpack tool slots and don't care about Shift — so sprinting with Shift while swapping weapons would otherwise blow away your layout every few seconds.

Shift+0 — clear everything

Slot 0 is fixed: it closes every panel, leaving a bare viewport. It can't be overwritten, so it's the one arrangement you can always reach — handy for screenshots, recordings, or just seeing the whole scene.

Shift+9 — back to the previous layout

9 isn't a ninth slot. It returns you to the arrangement that was in force before the last layout change — including one you never saved anywhere.

That's the point: you spend ten minutes hand-tuning panels, hit Shift+0 to grab a clean screenshot, and without this the arrangement is simply gone.

It's a swap, not a one-shot undo. Restoring stashes the layout you're leaving, so pressing Shift+9 again returns you to it. You can bounce between two arrangements — a saved preset and whatever you're currently tweaking — with one key.

Only layout-replacing actions record a previous: loading a preset (including Shift+0) and Reset Layout. Opening, moving, or closing a single panel doesn't, so ordinary panel fiddling never eats the way back. With nothing recorded yet the 9 chip is dimmed and the chord does nothing.

What a preset stores

Per panel: position, size, whether it's open, and whether it's maximized (plus the size to restore to). Plus your tab groups — panels you docked together stay grouped, with the same tab active.

It does not store anything about your project: not the open map, the selection, or the camera. Switching layouts never touches the scene.

Panels added after you saved open closed. A preset from before a feature existed can't sprout panels you never put there — open the new panel and re-save the slot if you want it.

Where presets live

In your browser's local storage, on that machine:

KeyHolds
galatrix-window-layoutthe live layout (restored on reload)
galatrix-layout-presetsthe eight saved slots
galatrix-layout-previousthe one Shift+9 swaps back to

So presets are per browser, per machine. They aren't part of your map, they don't travel with a published game or a .galatrix-pack, they don't follow your account to another computer, and clearing site data for the editor drops them. Nothing about a preset can affect the game you ship.

Reset Layout

At the bottom of the Windows menu — returns every panel to its default position and size.

It records a previous first, so Shift+9 puts your arrangement back if you didn't mean it.

Some setups worth saving

Nothing here is built in; these are just arrangements that earn a slot:

  • 1 — Building. Hierarchy + Inspector + Project, viewport as wide as they leave it. The default day job.
  • 2 — Scripting. Script Editor large, Console beneath it, Hierarchy narrow. Read errors without hunting for the Console.
  • 3 — Terrain. Terrain panel docked left, everything else closed, maximum viewport for brush work.
  • 4 — Animation. Animation timeline across the bottom, Hierarchy and Inspector above it.
  • 0 — Clear is already there when you want the scene and nothing else.

Then Shift+2 to debug, Shift+9 to bounce back to where you were.