# Fighter Factory Studio - Reference Documentation

For problems and bug report, go to VirtuallTek Game Studio web site. For doubts related to some specific engine, go to their own web pages or community forums.

# Menu View

The View menu is used to define the visibility and appearance of some interface controls. The options are described below.

## Left panel

Defines the visibility of the left panel.

## Right panel

Defines the visibility of the right panel. Note: This panel doesn't exist in all editors.

## Organizer

Defines the visibility of the Organizer in the right panel if current editor supports it

## Action list

Defines the visibility of the Action list window. This window displays all possible actions for the current editor. Click on an item in the list to execute the action.

## Calculator

Defines the visibility of the Calculator.

## Clipboard container

Defines the visibility of the Clipboard container. Within this, you can store named copies to be pasted later.

## Zoom

Defines the zoom level of the graphic workspace. The options are self explanatory.

## Issues

Opens the Issues panel at bottom of the window. This panel displays all errors, warnings and messages each opened file is reporting.

## Advanced search

Opens the Advanced search panel at bottom of the window. See Advanced Search.

## Engine output

Opens the Engine output panel at bottom of the window. This panel displays the output of the engine after running it.

## Debugger

Opens the Debugger panel at bottom of the window. This panel displays debug information while the debugger is running and all breakpoints currently set.

## Watch

Opens the Watch panel at bottom of the window. This panel allows you to place just the variables from debug inspection you're interested in. See Debug.

## Code toolbar

Defines the visibility of the Code toolbar. This toolbar contains the code snippet system and a syntax error navigation list.

## Centralize origin

Centralize the axis on the graphic workspace.

## Main cross

Defines the visibility of the main cross.

## Secondary cross

Defines the visibility of the secondary cross. Note: Used on Animations and on places who needs one more axis.

## Extra cross

Defines the visibility of the extra cross. Note: Only on Animations.

## Rulers

Defines the visibility of the rulers in the graphic workspace.

## Guide lines

Defines the visibility of the guide lines in the graphic workspace.

## Attack box

Defines the visibility of the attack hit boxes. Note: Only on Animations.

## Collision box

Defines the visibility of the collision hit boxes. Note: Only on Animations.

# M.U.G.E.N. only

## Controllers

Defines the visibility of the Controlers right panel. Note: Only on Backgrounds. Organizer takes priority over this if enabled.

## Stage

Defines the visibility of the Stage right panel. Note: Only on Backgrounds and if current project is a Stage. Organizer takes priority over this if enabled.