The toolbar Options menu configures the script editor — how composites and entities are shown, Viewport behaviour, save/launch helpers, and more.
Most items are 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.
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.
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 setting is remembered between sessions and is off by default.
Shown when the Viewport is available. Full Viewport usage is covered in the Viewport docs.
- Highlight Aliases — orange highlight on entities targeted by parameterized 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).
- Render Wireframe — draws ModelReference meshes as wireframe (off by default).
- Hide Nested Script Entities — hides render previews for script entities in nested composites; ModelReferences stay visible (off by default).
- 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 flags in the taskbar once you've modified something.
- 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.
- 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).
- Open Game On Save — after save, launches into the level you're editing. Uses some of the same patch flags as Launch Game, but skips extras from that dialog such as Cinematic Tools / Hot Reloading (off by default).
- Show Game Platform — appends the detected platform (e.g. Steam) to the window title — handy with multiple installs open (off by default).
- Write Compressed — status only: shows whether the loaded level's Commands are compressed. Not user-togglable.
- Reset Render Filters On Load — when loading a level, turns all Viewport render filters off (shown only if the Viewport is available; off by default).
Saving an uncompressed level now always writes both the PAK and BIN forms of the Commands data — that used to be an option here and no longer is. Compressed levels still save as BIN only.
Opens a read-only Controls window with shortcut reference tabs:
- Flowgraph Controls — zoom, pan, move nodes, links, pin shortcuts
- Model Viewer Controls — zoom, rotate, move, recenter
- Viewport Controls — camera, selection, step in/out, gizmos, hide/unhide (see also the Viewport docs)
- Entity List Controls — stepping into composite instances from the entity list
- CAGEAnimation Controls — timeline and curve shortcuts for the CAGEAnimation Editor
- Behaviour Tree Controls — shortcuts for the Behaviour Tree Editor
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.
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.
Full walkthrough: Multiple Game Installs.