Introduction

The toolbar Options menu configures the script editor — how composites and entities are shown, Viewport behaviour, save/launch helpers, and more. It opens from the Options button on the main toolbar, between View and Help:

The OpenCAGE toolbar with the Options menu open, listing Dark Mode, Composite Display, Entity Display, Viewport, Save/Build, Misc, Controls and Manage Game Directories.

Composite Display, Entity Display, Viewport, Save/Build and Misc open submenus, mostly of checkboxes that stick between sessions. Controls opens a shortcut reference, and Manage Game Directories opens the multi-install manager.

The menu stays open after you tick something, so you can set several options in one go — it closes on an outside click, on Escape, or when it loses focus.

Dark Mode

The first item in the Options menu. Dark Mode switches the whole editor to a dark theme — the main window, dock panels, dialogs, the flowgraph canvas and the resource editors. Below is the script editor with it on:

The OpenCAGE script editor with Dark Mode on: dark search panel, entity list, flowgraph canvas and inspector.

Themes swap live: you don't need to reload the level or restart OpenCAGE, and any windows you already have open re-theme with the rest. The docked panels are rebuilt in place to pick up the new theme, and you stay where you were: the same composite, stepped down as you were, with the same selection. In the rare case that can't be done, OpenCAGE offers to restart to finish the switch. The setting is remembered between sessions and is off by default.

Composite Display

  • Composite Browser Mode — what the Composite Browser panel shows under its tree: Tree Only (just the tree), Tree And Browser (a folder-by-folder file browser below it, with a clickable path row like the one above the flowgraph), or Tree And Preview (the default: every composite in the level in one flat list, each as a rendered preview of its content, which a search above the tree narrows down: type, then press Search or Enter). See Composite Previews for where the previews come from.
  • Search Only Composite Names — off by default. While it's off, a composite search matches the whole path, folders included: searching for a folder's name, such as REQUIRED_ASSETS, finds every composite in that folder. Turn it on and only each composite's own name is matched, so that same search finds nothing. It applies to every composite search: the Composite Browser, and the Create Composite Instance Entity and Select Composite windows. Because the results differ, hovering over Search in any of them tells you while the option is on. Switching it re-runs any search those windows have open.
  • Show Composite Previews In Tree Views — the same previews, small, beside the names in the composite tree and in every window that picks a composite (off by default, since it makes the rows taller).
  • Composite Preview Scale — how big those previews are drawn, from 50% to 200% of their normal size (100% by default), in the flat list and the tree views alike. They are captured at one size, so the largest settings soften them a little.

Entity Display

The Entity Display submenu controls how entities and their flowgraph nodes are shown, coloured and removed. Below it is open with the default ticks:

The Options menu with the Entity Display submenu open, listing Show ShortGuids, the node pin and canvas focus options, Show Node Icons When Zoomed Out and Show Confirmation When Deleting Node, with Populate All Node Pins When Created and Show Node Icons When Zoomed Out ticked.

  • Show ShortGuids — shows entity IDs (ShortGuids) in lists, names, breadcrumbs, aliases/proxies, and global search (off by default).
  • Populate All Node Pins When Created — new flowgraph nodes get every pin added automatically (on by default).
  • Focus Canvas On Newly Created Node — moves the flowgraph view to a node as soon as you add it (off by default).
  • Show Node Icons When Zoomed Out — zoomed out below 55%, script flowgraph and animation tree nodes are drawn as their icons, with the hovered node's name shown large (on by default). Turn it off to keep nodes drawn in full at every zoom, their text just getting smaller.
  • Show Confirmation When Deleting Node — asks before removing a flowgraph node (off by default; removing a node is undone with Ctrl+Z like any other edit).

Node colours aren't set here any more: each node is coloured by its type, and the colours aren't configurable.

Nor is there a choice about what happens to an entity when its last node is removed. It's deleted with the node — unless it's something the level places in the world (a model, a light or another of the types on the Viewport's Create menu), or something else still refers to it: a TriggerSequence, a CAGEAnimation, a proxy or an alias. Those are left in the composite without a node. Hold Shift while removing nodes to delete their entities outright, whatever they are. The nodes and any entities that go with them undo as one step.

Viewport

Full Viewport usage is covered in the Viewport docs. The submenu is shown below with the Viewport enabled and the Selection Highlight Mode list open; everything under Enable Viewport is greyed out while the Viewport is off. Dividers split it into that switch, how the Viewport marks and follows what you're editing (down to Selection Highlight Mode), what it renders (Render Wireframe to Draw Distance), and Snap Increments.... The items are listed here in menu order.

The Options menu with the Viewport submenu open, showing Enable Viewport, the highlight and camera toggles, Selection Highlight Mode with its four modes, the render toggles from Render Wireframe to Use Planar Reflections, Anti-aliasing, Draw Distance, and Snap Increments.

  • Enable Viewport — turns the 3D Viewport on or off (on by default). Turning it off closes the 3D view and greys out the rest of this section. Turning it on again with unsaved changes asks whether to save first, because the Viewport reads the level from disk: Yes saves and opens it now, No leaves it to open the next time a level is loaded. See Enabling & Disabling the Viewport.
  • Highlight Aliases — orange highlight on entities targeted by parameterised aliases in the active composite (on by default).
  • Highlight Proxies — blue highlight on proxy targets when you've stepped into a nested composite (on by default).
  • Focus on Selected — moves the camera to frame an entity whenever you select one (off by default).
  • Fix Camera to Selected Entity — keeps the camera locked on the selection as it moves, rather than framing it once. Turning this on turns on Focus on Selected too; turning Focus on Selected off turns this off with it (off by default).
  • Show Camera Position — shows camera X/Y/Z while moving (off by default).
  • Hide Nested Script Entities — hides render previews for script entities in nested composites (off by default). Models are drawn regardless; the ModelReference render filter is what hides those.
  • Selection Highlight Mode — how the Viewport marks the selection: Green (a tint over the mesh, the default), Wireframe (the mesh's edges drawn over it), Wireframe Transparent (edges only, with the surface hidden) or None. Alt+1 to Alt+4 switch between them in the Viewport.
  • Render Wireframe — draws ModelReference meshes as wireframe (off by default).
  • Render Galaxy — draws the level's own starfield (its GALAXY.ITEMS_BIN) as the Viewport's sky, on black, the way the game does (on by default). Off, the Viewport shows its plain sky. A level with no galaxy keeps the plain sky either way, and Generate Galaxy in the Galaxy Editor updates the Viewport straight away.
  • Render Planets — draws the level's planets, moons and suns in the sky, as the game does (on by default). They're part of the sky: with Render Galaxy off they're off too, and this shows unticked and greyed out. See The Sky.
  • Render Distance Fog — draws the distance fog the level switches on as it starts, as the game does (off by default). Off, the whole level shows clear however far out the camera goes. Fog volumes and planes (FogBox, FogPlane, FogSphere) aren't drawn as fog either way. See Fog & Water.
  • Render Water — draws the level's SimpleWater sheets, puddles and pools as the game does, with their reflections, ripples and caustics (on by default). Off shows what is under them.
  • Use Planar Reflections — reflects in the water as the game does, by drawing the models the level marks include_in_planar_reflections a second time from below the water (on by default). Off, the water uses a cheaper reflection of what's already on screen, which is quicker on big pools but can't show anything out of view. Greyed out while Render Water is off.
  • Anti-aliasing — how the Viewport smooths jagged edges: Off, FXAA, SMAA (the default), MSAA 2x, MSAA 4x or MSAA 8x. FXAA and SMAA smooth the finished picture and are cheap; MSAA draws model edges with more samples a pixel, which is sharper but slower on busy views. See Draw Distance & Anti-aliasing.
  • Draw Distance — how far away models are still drawn, by their size: Short (50 times a model's radius, at least 10 m), Medium (100 times, at least 15 m; the default), Long (200 times, at least 30 m), Very Long (400 times, at least 60 m) or Unlimited. Longer shows small things from further off and is slower on big levels.
  • Snap Increments... (below the last divider) — opens the Snap Increments window shown below, which edits the values offered by the Viewport's Transform Snap and Rotation Snap menus. Type a value under either list and press Add, or select an entry and press Remove Selected; each list keeps itself sorted. Off never appears here because the menus always offer it and it can't be removed. Reset to Defaults restores the shipped lists. If you remove the increment currently selected, the nearest remaining one takes over. The menus update as you edit.

    The Snap Increments window with separate lists of transform and rotation snap values, Add and Remove Selected controls, and Reset to Defaults and Close buttons.

    The shipped lists: 0.25 to 10 units, and 1 to 90 degrees.

Save/Build

The Save/Build submenu holds the options that change what saving does: what you're told, what happens afterwards, and how Save and Build treats the level's radiosity. Below it is open with Don't Rebuild Radiosity ticked:

The Options menu with the Save/Build submenu open, listing Show Confirmation When Saving (ticked), Prompt to Save on Close, Open Game On Save and a greyed-out Write Compressed, then below a divider a greyed-out Always Fully Rebuild Radiosity and a ticked Don't Rebuild Radiosity.

Write Compressed is greyed out because it only reports the loaded level's state. Always Fully Rebuild Radiosity is greyed out, and shows unticked, because Don't Rebuild Radiosity is ticked.

  • Show Confirmation When Saving — shows a “Saved changes!” popup after a successful save (on by default).
  • Prompt to Save on Close — asks whether to save when you close OpenCAGE with a level open (off by default). Independent of the unsaved-changes indicator, which always adds [UNSAVED CHANGES] to the window title (and so the taskbar) once you've modified something.
  • Open Game On Save — after save, launches into the level you're editing, past the title screen. Uses some of the same patches as Launch Game, and sets up its Debug tools (the Debug Menu with Don't write saves and the free camera in its Cinematic group that replaced Cinematic Tools, Debug entities, Hot reload and Live Link), Cap FPS, Unlock mouse, Possess characters and UI tweaks as they're ticked in that window (off by default).
  • Write Compressed — status only: shows whether the loaded level's Commands are compressed. Not user-togglable.
  • Always Fully Rebuild Radiosity — every save rebuilds the level's radiosity from scratch, rather than keeping the existing lighting and only baking what changed. It's slower, and it replaces the game's own lighting in areas you haven't touched too. Once a level has been fully rebuilt, later saves keep fully rebuilding it even with this off (off by default). Greyed out, and shown unticked, while Don't Rebuild Radiosity is ticked; it keeps its own setting for when you untick that. See How Radiosity is Handled.
  • Don't Rebuild Radiosity — Save and Build keeps the level's radiosity instead of baking it (off by default). That can save minutes a build on a level whose radiosity is rebuilt in full every time, as a custom level's is, or one with a lot of new content to bake. Everything else is still built, and the kept lighting is matched up to the rebuilt level so the game reads it as before: what you haven't touched keeps its lighting, what you've moved keeps the lighting of where it was, and what you've added has no baked lighting yet, so it looks flat until you build with this unticked. OpenCAGE remembers what you added and moved, so that build lights it. A level with no radiosity yet is built without any while this is ticked. The builds OpenCAGE runs for the Mod Manager and when making mods always bake. See Skipping the Radiosity Bake.

Saving an uncompressed level now always writes both the PAK and BIN forms of the Commands data — that used to be an option and no longer is. Compressed levels still save as BIN only.

Misc

The Misc submenu gathers everything else: the layout, model-preview, search-window and numeric-step helpers, the Live Link ones, and the AI assistant switch. Below it is open with the default ticks:

The Options menu with the Misc submenu open, listing Use Textured Model View (ticked), Keep Global Search Window Open, Reset UI Layouts, Set Numeric Step, Show Game Platform, Cubemap Capture Size, Hide Live Link Label In-Game and Allow AI Assistants (MCP) (ticked).

Taken with the Viewport disabled: Reset Render Filters On Load is listed, after Show Game Platform, only while the Viewport is enabled.

  • Use Textured Model View — model previews try to load textures/materials (on by default).
  • Keep Global Search Window Open — after jumping to an entity from global search, the search window stays open (off by default).
  • Reset UI Layouts — restores the default window size and dock panel layout. If the Viewport is open, it's kept and repositioned. You stay where you were: the same composite, stepped down as you were, with the same selection.
  • Set Numeric Step — sets how much position and rotation values change when you nudge numeric fields in inspectors (defaults: position 0.1, rotation 1.0).
  • Show Game Platform — adds the detected platform (e.g. Steam) to the window title, straight after OpenCAGE — handy with multiple installs open (off by default).
  • Reset Render Filters On Load — when loading a level, puts the Viewport's function-type render filters back to their defaults (only ModelReference ticked); Occlusion Meshes and Collision Meshes are left as they are. Listed only while the Viewport is enabled (off by default). See Previews & Render Filters.
  • Cubemap Capture Size — the size of each face of the cubemaps captured in the game over Live Link: Same as the Cubemap Replaced (the default; the game's own are all 128 × 128), or 64, 128, 256 or 512 pixels. Bigger is sharper on mirror-like surfaces and takes more memory; the game's window needs to be at least as tall as the faces.
  • Hide Live Link Label In-Game — the game stops showing OpenCAGE Live Link in its top-right corner while Live Link is connected. A connected game hides or shows it straight away, and a game launched later starts that way. The line about the last thing Live Link did still shows for a few seconds, in the label's place (off by default).
  • Allow AI Assistants (MCP) — lets AI assistants such as Claude drive OpenCAGE through OpenCAGE.MCP.exe. Only programs running as you, on this PC, can connect (on by default). While an assistant is working, the status bar says so. See AI Assistants, and While It Works for that label and the question when you close OpenCAGE mid-task.

Controls

Opens the read-only Controls window shown below, with shortcut reference tabs:

The Controls window on its Flowgraph Controls tab, listing each action beside its key or mouse binding, with the Remain on top checkbox at the bottom.

The window opens on the Flowgraph Controls tab. Each tab is a read-only Action / Binding list.

  • Flowgraph Controls — undo/redo, zoom, pan, move nodes, links, pin shortcuts, copy and paste, step in/out
  • Model Viewer Controls — zoom, rotate, move, recentre
  • Viewport Controls — camera, selection and multi-select, step in/out, gizmos, snapping, copy, paste, duplicate and delete, undo/redo, save and build, create-mode and Measure clicks, hide/unhide (see also the Viewport docs)
  • Entity List Controls — moving through the list, typing to jump to the search box, delete, copy and paste, undo/redo, stepping into composite instances
  • Behaviour Tree Controls — shortcuts for the Behaviour Tree Editor
  • CAGEAnimation Controls — timeline and curve shortcuts for the CAGEAnimation Editor

Longer lists scroll, but the window can be resized to show more at once. Viewport Controls is the longest of the six — below it is shown with the window enlarged so every row is in view:

The Controls window on its Viewport Controls tab, enlarged to show every camera, selection, gizmo, snapping, clipboard and hide binding.

Tick Remain on top to keep the window above the editor while you work, so you can refer to it without it disappearing behind the main window.

Manage Game Directories

Opens the Game Directory Manager — register installs, set the default, and open extra editor windows. Available only in the primary OpenCAGE window (the one launched from Steam), not in child editors opened for other installs. If the primary window is closed while child editors are still open, one of them takes over and the item appears in its menu a few seconds later.

Full walkthrough: Multiple Game Installs.