Night Hawk’s Unified Editor

NHUE Roadmap 2.0

NHUE has grown far beyond the original roadmap. It is now a connected Unity development environment spanning 3D creation, terrain, textures, resources, scenes, avatars, audio, video, capture, documentation, and Community collaboration.

This roadmap reflects the current September 17, 2026 NHUE build. Current features are separated from active direction and future plans so progress is easier to understand at a glance.

11major module folders in the current build
432documented current/platform feature records
163source-backed Community/collaboration items
1connected NHUE editor family
Connected Workflows

The feature that ties NHUE together.

These examples show why NHUE is being built as a Unified Editor rather than a collection of unrelated Unity utilities.

Asset Creation
3D Editor→Surface Forge→Image Editor 2→Resource Editor→Scene Editor
Terrain / Worldbuilding
Height Map→Signals / TAM / AMG→Gradient / Maps→FTP→Scene
Media Production
Global Capture→Video Editor↔Audio Editor↔Image Editor 2
Team Asset Handoff
Resource Editor→Community→Peer Distribution→Resource Editor Inbox
creation

Creation Editors

Models, textures, resources, scenes, and characters.

01
Creation

3D Editor

NHUE’s largest creation workspace now spans modeling, Mesh2 editing, pivots and gizmos, modifiers, Boolean work, Geometry Nodes, voxel tools, Surface Forge, materials, procedural generation, import/export, Auto Rig, Auto Skin, retarget testing, and corrected Humanoid animation delivery.

Current Highlights
Editable Mesh 2Universal Gizmo & PivotBooleanM.D.O. ModifiersGeometry NodesVoxel EditingSurface ForgeProcedural GeneratorsMaterial EditorAuto RigAuto SkinHumanoid Animation Export
Current Direction

Continue polishing Mesh2 modeling, Surface Forge, import/export, rig validation, animation delivery, procedural output, and performance on a wider range of production assets.

Future Direction

Expand Generic/non-Humanoid rig support, deeper animation authoring, stronger rig/skin editing, and the model-to-animated-asset workflow.

Full Current Feature Inventory72 documented items
Workspace1
  • Current3D Editor Workspace
    Menu bar, transform toolbar, viewport, and right-side Modify/Create/Pivot/M.D.O/Diag tabs.
Viewport3
  • CurrentViewport Navigation
    Orbit, pan, zoom, frame selected/all, and reset-camera workflows.
  • CurrentView and Debug Modes
    Shaded/wireframe, grid/scene-list visibility, debug render modes, and Screenshot Mode.
  • CurrentView Lighting
    Preview-light controls including Front Light and Reset Lighting.
Scene3
  • CurrentScene Hierarchy
    Hierarchical scene-object selection, parenting, visibility, freeze, and tree context actions.
  • CurrentObject Actions
    Clone, rename, frame, properties, and delete workflows.
  • CurrentVisibility / Freeze / Isolate
    Hide, unhide, freeze, unfreeze, isolate, and end-isolate object workflows.
Selection3
  • CurrentObject Selection
    Viewport/hierarchy object selection and active-object ownership.
  • CurrentVertex / Edge / Face / Poly Selection
    Mode-aware component selection for editable geometry.
  • CurrentRectangle / Lasso Region Selection
    Tool-agnostic region selection with add/remove/crossing/backface options.
Transform5
  • CurrentSelect / Move / Rotate / Scale
    Core transform tools and Universal Gizmo target workflow.
  • CurrentWorld / Local / View Space
    Transform-axis orientation controls and X shortcut cycle.
  • CurrentSelection / Pivot / Individual Center
    Transform-center ownership and Insert shortcut cycle.
  • CurrentLive Transform Type-In
    Right-click Move/Rotate/Scale for numeric transform entry.
  • CurrentSnapping and Surface Alignment
    Move/rotate/scale increments plus grid, vertex, pivot, face, edge-midpoint, surface-align and face-match options.
Pivot3
  • CurrentAffect Pivot Only
    Edit object pivot position/orientation through the Universal Gizmo without treating it as an ordinary object transform.
  • CurrentWorking Pivot
    Temporary world-space pivot/reference with viewport placement and surface alignment.
  • CurrentApply Transform
    Explicit transform-application workflow for selected objects.
Editable Mesh3
  • CurrentEditable Mesh 2
    Native current editable-mesh component selection/transform/modeling foundation.
  • CurrentModify Panel
    Object information, selection, hierarchy, attach/detach, materials/smoothing and mode-specific modeling rollouts.
  • CurrentCore Modeling Tools
    Cut, Slice Plane, Edge/Vertex Slide, collapse/planar/shrink-fatten/recalculate-normal fundamentals.
Create3
  • CurrentStandard Primitives
    Box, Sphere, Cylinder, Plane, Cone, Torus, GeoSphere, Pyramid, and Tube creation.
  • CurrentExtended Primitives
    Chamfered and extended primitive family including Capsule, Oil Tank, Spindle, Prism, Gengon, Hedra, RingWave, and Torus Knot.
  • CurrentCreate Workflow
    Create tab category selection, keyboard placement, preview/drag creation, and editable conversion.
Files2
  • CurrentNHUE 3D Sessions
    New/Clear/Load/Save .nh session workflow with remembered save state.
  • CurrentMesh / Prefab Save Targets
    Save mesh assets, apply saved mesh assets, and save prefabs from the 3D File menu.
Help4
  • CurrentCore 3D Shortcuts
    Viewport navigation, transform, mode switching, frame, and delete shortcuts.
  • CurrentCustomize Viewport / Overlays
    Dedicated 3D customization window for overlay/viewport presentation settings.
  • Current3D Diagnostics
    Readiness, transform/pivot/selection, viewport, Mesh2 and performance diagnostics.
  • CurrentOpen Global Capture
    Navigate from 3D Help to the separate Global Capture application.
Advanced Modeling7
  • CurrentMesh2 Vertex Tools
    Weld, target-weld, isolated-vertex cleanup and vertex-specific 2.0 workflows.
  • CurrentMesh2 Edge Tools
    Loop/ring/border selection plus connect, bridge, cap, make-face, turn-edge and slide workflows.
  • CurrentMesh2 Face / Poly Tools
    Duplicate, normal, connected/grow/shrink selection and face cleanup tools.
  • CurrentExtrude / Inset / Bevel
    Current region/individual face and edge bevel/inset/extrude operations.
  • CurrentDissolve / Delete / Cleanup
    Dissolve, loose-geometry deletion and topology cleanup.
  • CurrentAttach / Detach
    Attach selected/picked objects and detach selected faces.
  • CurrentSmoothing and Repair
    Smoothing groups, normal repair and topology cleanup helpers.
Boolean2
  • CurrentBoolean Operations
    Difference, Union, Intersect, Slice, Merge, Attach, Insert, Imprint and Cookie Cut workflows.
  • CurrentBoolean Modifier
    Non-destructive Mesh2 Boolean evaluation inside the modifier stack.
Modifiers6
  • CurrentModifier Stack / Presets
    Ordered non-destructive M.D.O modifier stack and preset/editor tools.
  • CurrentDeform Modifiers
    Bend, Twist, Taper, Noise, Push, Skew, Smooth, Spherify, Displace, Relax, Shrinkwrap, XForm and FFD Box.
  • CurrentMesh Modifiers
    Symmetry, Weld, Shell and TurboSmooth topology/evaluation modifiers.
  • CurrentGreeble / Panelize Modifier
    Procedural panel and greeble detail generation.
  • CurrentLOD Editor Modifier
    Modifier-driven mesh reduction/LOD workflows.
  • CurrentUVW Map / Weighted Normals
    Non-destructive UV projection/transform and shading-normal cleanup.
Geometry Nodes5
  • CurrentGeometry Nodes
    Procedural geometry graph attached to the selected 3D object.
  • CurrentGeometry Nodes Editor
    Node canvas, links, node add/edit, view controls and group operations.
  • CurrentGraph Controls and Presets
    Exposed controls, graph-control presets, built-in graph presets and groups.
  • CurrentGeometry Nodes Preview / Data
    Preview selection/debug modes, Geometry Data View and readiness diagnostics.
  • CurrentGeometry Nodes Bake / Export
    Duplicate evaluated result, export mesh asset, or bake to base Mesh2.
Surface Forge7
  • CurrentSurface Forge
    Dedicated UV/surface editing workspace.
  • CurrentUV Projection / Editing
    Project From View and direct UV editing workflows.
  • CurrentSeams / Pins / Islands
    Seam, pin, island, material and zone organization.
  • CurrentUnwrap Modes / Solvers
    Seam, solver, pelt/peel, quad strip and other unwrap modes.
  • CurrentCharacter / Mechanical Unwrap
    Character source/connectivity workflows and Mechanical Atlas.
  • CurrentUDIM / Packing / Relax
    Packing, UDIM layout, relax/stretch and heatmap workflows.
  • CurrentSurface Forge Diagnostics
    Surface/UV readiness and diagnostics.
Voxel3
  • CurrentVoxel Editing
    Voxel selection/edit mode and voxel-grid-backed editing.
  • CurrentVoxel Block / Terrain Creation
    Voxel Block and Voxel Terrain presets/grid creation.
  • CurrentVoxWalk Settings
    Dedicated VoxWalk target/settings workflow.
Procedural Create4
  • CurrentProcedural Ramps / Tracks
    Ramp and track generators including loops, curves, tunnel and speedway forms.
  • CurrentProcedural Vehicles
    Race Car, Pickup Truck and Monster Truck generators.
  • CurrentModular Skyscraper
    Large configurable building generator with footprint, facade, roof and detail systems.
  • CurrentSpaceship Generator
    Procedural Box/Cylinder-Hybrid spacecraft with panels, windows, hangars, lights and exhaust.
Materials2
  • CurrentMaterial Editor
    Material creation, library, swatches, shader properties and assignment.
  • CurrentMaterial Slots / UV Transform
    Per-slot assignment, face selection and tile/offset/rotation controls.
Import / Export2
  • CurrentMesh Import
    OBJ, STL, PLY, glTF, GLB, Ogre mesh and project Mesh/Model Asset loading.
  • CurrentMesh Export
    OBJ, STL, PLY, glTF, GLB and FBX selected/scene export routes.
Rigging & Animation4
  • CurrentGenerated Humanoid Auto Rig
    Guided humanoid rig creation from model preparation through body/hand/foot guides and persistent NHUE skeleton generation.
  • CurrentAuto Skin and Test Rig
    Generate the initial support-aware skin, pose/test deformation, refine weights, and validate rig/skin readiness before export.
  • CurrentPre-Export Humanoid Animation Test
    Load animation FBX in Test Rig, preview the corrected source-pose retarget, and verify motion before export.
  • CurrentHumanoid Model and Corrected Animation Export
    Export the Humanoid model once, then create reusable corrected true-Humanoid .anim clips for normal Animator playback.
02
Creation

Image Editor 2

The current Image Editor is a real multi-document image and game-texture workspace with layers, selections, painting, text, adjustments, effects, RAW support, Normal/Material Map generation, Seamless Tiling, Pack Lab, material outputs, and cross-editor round trips.

Current Highlights
LayersSelectionsBrush / EraserClone / SmudgeText ToolAdjustmentsEffectsSeamless TilingNormal MapsMaterial MapsPack LabGlobal Capture Round-Trip
Current Direction

Preserve the strong Normal Map workflow while continuing IE2 polish, effect performance, texture-set usability, and cleaner handoff to the rest of NHUE.

Future Direction

Broaden paint/layer workflows, material-preview depth, texture-set handling, and direct integration with Surface Forge, Resource Editor, and 3D workflows.

Full Current Feature Inventory30 documented items
Workspace1
  • CurrentImage Editor Workspace
    Word menus, document tabs, tool strip, canvas, and right-side editing panels.
Documents5
  • CurrentMulti-Document Tabs
    Open, activate, cycle, save, and close multiple image documents in one Image Editor workspace.
  • CurrentNew / Open Images
    Create images up to 4096×4096, open supported image files, or open the selected Unity texture.
  • CurrentSave / Save As / Save Into Assets
    Save the current image, save under a new path, write PNG into Assets, save all tabs, or revert to disk.
  • CurrentRAW / R16 / R32 I/O
    Import/export headerless height-like image data with explicit dimensions, sample format, byte order, flip, and normalization controls.
  • CurrentGlobal Capture Round-Trip
    Return an edited PNG to a linked Global Capture session without overwriting the original handoff source.
Canvas & Editing2
  • CurrentCanvas Zoom / Fit / Pan
    Navigate the active image with Fit, 1:1, per-document pan/zoom, and transparency background.
  • CurrentUndo / Redo / Clipboard
    Document history, repeat-last, cut/copy/copy-merged, paste-to-layer, and paste-to-new-image workflows.
Tools5
  • CurrentBrush / Eraser
    Direct pixel painting with presets, size, opacity, flow, hardness, and spacing.
  • CurrentClone / Smudge / Blur / Sharpen Brushes
    Retouch image pixels with sampled clone painting and strength-controlled smudge/blur/sharpen brushes.
  • CurrentFill / Eyedropper
    Flood fill with tolerance/contiguous options and sample colors from the active or merged image.
  • CurrentGradient and Shape Tools
    Create linear/radial gradients plus line, rectangle, and oval shapes.
  • CurrentText Tool
    Create and edit styled text-layer content with in-canvas typing and resize/move handles.
Selections2
  • CurrentRectangle / Ellipse Selections
    Build Replace/Add/Subtract/Intersect selection masks and use Select All, Deselect, Invert, and crop workflows.
  • CurrentQuick Mask
    Visualize the current selection mask over the image for easier inspection.
Layers2
  • CurrentLayer Management
    Create, duplicate, delete, reorder, merge, flatten, rename, show/hide, lock, and alpha-lock layers.
  • CurrentLayer Blend Modes
    Composite layers using Normal, Multiply, Screen, Overlay, Add, Subtract, Darken, and Lighten plus opacity.
Image2
  • CurrentImage Transform / Canvas Operations
    Rotate, free-rotate, resize, resize canvas, add borders, crop, mirror, flip, and inspect image information.
  • CurrentGrayscale / Negative
    Apply the current direct Grayscale and Negative Image operations.
Adjust2
  • CurrentColor / Tone Adjustments
    Channel, balance, curves, levels, gamma, local tone, HSL, vibrancy, posterize, threshold, and related corrections.
  • CurrentNoise / Blur / Sharpen / Softness
    Depth of field, noise tools, blur families, sharpening, unsharp mask, soften, and soft focus.
Effects5
  • CurrentBefore / After Effect Workflow
    Use synchronized previews, Preview on image, Reset, Apply, Cancel, bounded preview processing, and Repeat Last.
  • CurrentPhoto / 3D / Art Media Effects
    Photo looks, bevel/shadow/chisel tools, and pencil/chalk/charcoal/brush-stroke stylization.
  • CurrentArtistic / Distortion Effects
    Halftone, chrome, neon, topography, displacement, lens, ripple, twirl, warp, wave, wind, and related effects.
  • CurrentEdge / Geometric / Illumination Effects
    Edge detection/morphology, geometric reshaping, Lights, and Sunburst.
  • CurrentImage / Reflection / Texture Effects
    Offset, Page Curl, Seamless Tiling, reflection patterns, emboss, mosaics, surface textures, and more.
Material Maps2
  • CurrentNormal Map / Material Map Generator
    Generate Normal, Displacement, AO, Specular, Smoothness, Roughness, Cavity, Curvature, Edge Wear, Emission, Smart Height, and Diffuse outputs.
  • CurrentMaterial Pack Lab
    Pack source/generated maps into engine-oriented RGBA/channel textures such as HDRP Mask Map, ORM/ORMH, terrain packs, and other profiles.
Help1
  • CurrentKeyboard Map
    Search/filter Image Editor shortcuts and distinguish Live bindings from Placeholder or Planned bindings.
Diagnostics1
  • CurrentDiagnostics / Performance
    Copy Image Editor diagnostics, reset counters, and inspect effect/image-open performance context.
03
Creation

Resource Editor

The Resource Editor has grown from asset browsing into a provider-driven prefab/resource workspace with preview, hierarchy, Universal Inspector, component and object commands, live transforms, material/model/audio handling, project actions, screenshot modes, cross-editor handoffs, and Community resource delivery.

Current Highlights
Resource Tree & SearchProvider WorkspacesPrefab View/EditSave / Apply / RevertHierarchy EditingComponent CommandsUniversal InspectorLive Transform3D PreviewAnimation PreviewCross-Editor HandoffsCommunity Resource Handoff
Current Direction

Continue strengthening prefab/resource authoring, material-owner preview, large-project responsiveness, nested resources, and Resource ↔ Community transfer/import polish.

Future Direction

Deeper resource construction, stronger project-management tools, more creator-oriented providers, and the future visual Game UI Builder.

New Current Integration

Resource Editor ↔ Community Asset Handoff

The current build can stage selected resources or folders, publish a recursive resource manifest through Community, acquire the payload from peers, receive it in the Resource Editor inbox, preview collisions, protect Unity GUID safety, and apply the import through the Resource Editor.

Resource Editor→Community→Peer Transfer→Resource Inbox
Full Current Feature Inventory31 documented items
Workspace7
  • CurrentResource Editor Workspace
    Three-panel NHUE resource workspace with word menus, resource navigation, provider workspace, hierarchy/properties, and shared inspection.
  • CurrentResource Tree & Search
    Navigate the Assets tree with search, type filters, bounded results, safe folder expansion, and persisted tree state.
  • CurrentResource Context Actions
    Open/select, rename, ping, reveal, refresh, and scoped folder expand/collapse actions from the resource tree.
  • CurrentResource Creation
    Create folders and empty prefab assets from the resource tree while keeping AssetDatabase ownership in the Resource Editor.
  • CurrentProject Sync & Asset Actions
    Ping, reveal, refresh, sync from Unity project selection, and keep Resource Editor selection aligned with asset routes.
  • CurrentLarge Viewport & Screenshot Modes
    Maximize or immerse the preview, hide side/tool panels, use screenshot view mode, copy a viewport screenshot, and restore the default layout.
  • CurrentResource Editor Options
    Persist hierarchy, selection, preview, transform, material-owner, and delete-confirmation preferences in EditorPrefs.
Providers6
  • CurrentProvider-Driven Resource Workspaces
    Route the selected asset through dedicated Folder, Brush, Texture, Material, Prefab, Model, Script, ScriptableObject, Text Asset, or fallback providers.
  • CurrentTexture / RAW / Brush Preview
    Inspect image-like assets in a 2D preview with Fit/1:1 navigation; RAW terrain data is decoded into a bounded preview rather than edited here.
  • CurrentMaterial Workspace & Linked Textures
    Preview materials, inspect shader/value data and texture slots, jump to linked textures, and optionally load a nearby material owner for preview.
  • CurrentModel Preview & Editable Prefab Conversion
    Preview protected model assets and create an editable prefab copy when hierarchy/component editing is needed.
  • CurrentScript / Text / Data Workspaces
    Read bounded script/text excerpts and inspect ScriptableObject data through dedicated resource providers.
  • CurrentAudioClip & Generic Preview
    Use the Resource Editor fallback route for unsupported asset types and the resource-owned direct AudioClip preview path when an AudioClip is selected.
Prefab3
  • CurrentPrefab Preview Workspace
    Preview prefab renderers, FX, lights, cameras, audio helpers, animation choices, linked materials, and active edit-target ownership.
  • CurrentView / Edit Mode
    Keep resource browsing and inspection read-safe in View Mode, then enter Edit Mode only for providers that explicitly support editing.
  • CurrentPrefab Save / Apply / Revert Session
    Edit a live prefab preview session, track pending changes, commit with Save/Apply, or return to the asset baseline with Revert/Undo.
Prefab Editing4
  • CurrentHierarchy & Shared Selection
    Synchronize hierarchy rows, viewport picks, active edit target, multi-selection, framing, and the Universal Inspector to the same live prefab targets.
  • CurrentCreate Empty Objects
    Create empty roots, children, and parents inside the active prefab edit session through the existing prefab command controller.
  • CurrentPrefab Object Commands
    Copy, paste, duplicate, rename, delete, reset transforms, and frame selected prefab objects through the shared command route.
  • CurrentGrouping, Visibility & Active State
    Auto-group or ungroup selected prefab objects, hide/show them, unhide previous/all hidden targets, and toggle GameObject active state.
Components2
  • CurrentComponent Commands
    Add common Scene/Rendering/Physics/Animation components and remove, enable/disable, reset, copy, or paste component values on the selected live prefab object.
  • CurrentUniversal Inspector Integration
    Inspect and edit the authoritative live prefab target through NHUE Universal Inspector while Resource Editor enforces View/Edit ownership and dirty tracking.
Transform2
  • CurrentLive Transform Strip
    Move, rotate, or scale the current live prefab target/group with the Resource Editor preview gizmo and optional live transform strip.
  • CurrentTransform Type-In & Quick Steps
    Apply absolute/offset move, rotate, and scale values plus quick axis, step, reset, uniform-scale, copy, and paste helpers.
Preview3
  • CurrentPreview Camera & Framing
    Frame selection or preview, reset the camera, and switch preview wireframe without mutating the resource asset.
  • Current3D Preview View & Lighting Settings
    Control preview yaw/pitch/zoom plus light yaw/height/intensity/color, ambient color, front light, and reset/use-current-view actions.
  • CurrentLive Preview & Animation
    Toggle/reset supported live preview content and use source-exposed animation choices in the 3D preview without changing the project asset by browsing alone.
Diagnostics1
  • CurrentResource Editor Diagnostics
    Open, refresh, copy, and inspect bounded Resource Editor diagnostic snapshots for routing, preview/session, selection, component, and performance state.
Integration2
  • CurrentGlobal Capture Navigation
    Open Global Capture or its Recording Library from Resource Editor menus without duplicating capture ownership.
  • CurrentCross-Editor Asset Handoffs
    Accept existing Scene Editor, Audio Editor, and Global Capture asset-open routes through Resource Editor selection/preview ownership.
Workflow1
  • CurrentResource Editor Shortcuts
    Use the current keyboard routes for prefab object creation/editing, Undo, transform/view actions, visibility, screenshot capture, and leaving large viewport modes.
Resource Editor ↔ Community Handoff18
  • CurrentResource Browser multi-selection for Community handoff
    Source-backed workflow present in the current NHUE build.
  • CurrentResource handoff draft/staging service
    Source-backed workflow present in the current NHUE build.
  • CurrentRecursive folder/resource manifest builder
    Source-backed workflow present in the current NHUE build.
  • CurrentResource handoff tree presentation
    Source-backed workflow present in the current NHUE build.
  • CurrentComposer resource-tree expansion state
    Source-backed workflow present in the current NHUE build.
  • CurrentResource message publishing
    Source-backed workflow present in the current NHUE build.
  • CurrentDistributed resource acquisition
    Source-backed workflow present in the current NHUE build.
  • Current.nhueresource bundle format
    Source-backed workflow present in the current NHUE build.
  • CurrentResource handoff publication service
    Source-backed workflow present in the current NHUE build.
  • CurrentResource handoff acquisition service
    Source-backed workflow present in the current NHUE build.
  • CurrentResource Editor inbound handoff inbox
    Source-backed workflow present in the current NHUE build.
  • CurrentCommunity → Resource Editor handoff
    Source-backed workflow present in the current NHUE build.
  • CurrentResource Editor import service
    Source-backed workflow present in the current NHUE build.
  • CurrentUnity GUID inspection/preservation safety
    Source-backed workflow present in the current NHUE build.
  • CurrentImport collision preview/safety
    Source-backed workflow present in the current NHUE build.
  • CurrentBounded resource import/application
    Source-backed workflow present in the current NHUE build.
  • CurrentResource handoff status records
    Source-backed workflow present in the current NHUE build.
  • CurrentResource handoff notifications
    Source-backed workflow present in the current NHUE build.
04
Creation

Scene Editor

The Scene Editor is now a substantial Unity-style scene-building workspace with docking, hierarchy editing, object creation, Universal Gizmo, Project browser, prefab/resource placement, terrain tools, audio/VFX/world objects, screenshot workflows, large-scene controls, and diagnostics.

Current Highlights
Scene HierarchyUniversal GizmoObject EditingGeometry CreationLights / ProbesAudio ObjectsVFX ObjectsPrefab PlacementProject BrowserTerrain ToolsRAW Terrain ImportLarge-Scene Controls
Current Direction

Improve scene assembly, hierarchy/inspector workflows, project placement, terrain handling, performance, and cross-editor integration.

Future Direction

Deeper lighting/environment tools, stronger terrain and Resource Editor handoff, richer worldbuilding helpers, and more complete game-scene assembly workflows.

Full Current Feature Inventory45 documented items
Workspace4
  • CurrentScene Editor Workspace
    Use the viewport, menu bar, Hierarchy, Inspector, and Workspace panels as one scene-building environment.
  • CurrentDocking and Tabs
    Resize the right dock, rearrange panel space, and restore Hierarchy/Inspector/Project/Create/Tools tabs when needed.
  • CurrentFullscreen and Viewport Layouts
    Focus on the viewport with Fullscreen Scene View, Maximize Viewport, Immersive Mode, and panel visibility controls.
  • CurrentHover Expand Panels
    Temporarily enlarge Hierarchy, Inspector, or Workspace when hovering over the dock.
Scene Editing4
  • CurrentScene File Workflow
    Create, open, save, and save-as scenes, and save changed project assets.
  • CurrentUndo and Redo
    Use Unity Undo/Redo for supported Scene Editor edits.
  • CurrentSelection and Framing
    Select scene objects, move to parent/child targets, and frame selected/all content.
  • CurrentObject Editing
    Duplicate, delete, rename, and create parent/child objects through shared Scene Editor commands.
Viewport5
  • CurrentViewport Navigation
    Fly, orbit, pan, zoom, and move through the Scene Editor viewport.
  • CurrentViewport Display
    Switch Lit/Unlit/Wireframe modes and control HDR, MSAA, gizmos, selection highlight, stats, and header visibility.
  • CurrentScene Grid
    Show the grid and axis lines and adjust Scene Editor grid options.
  • CurrentViewport Screenshots
    Copy the current viewport to the clipboard and use Clean Screenshot Mode for a cleaner capture.
  • CurrentScene Camera Settings
    Adjust Scene Editor viewport navigation, camera, clipping, and reset preferences.
Hierarchy5
  • CurrentHierarchy Editing
    Select, expand, rename, reparent, and organize loaded scene objects.
  • CurrentHierarchy Search and Filters
    Filter by name, type, or visible/hidden/locked/frozen scene state.
  • CurrentLock and Freeze
    Protect selected objects from Scene Editor editing and clear protection when needed.
  • CurrentVisibility and Isolation
    Hide, show, unhide, or isolate scene objects through shared visibility commands.
  • CurrentHierarchy Context Commands
    Use object/root context menus for creation, parenting, rename, duplicate, delete, and protection actions.
Create7
  • CurrentGeometry Creation
    Create Cube, Sphere, Capsule, Cylinder, Plane, and Quad objects.
  • CurrentLights and Probes
    Create directional, point, spot, area lights and available probe objects.
  • CurrentCamera Creation
    Create a Camera or Camera at View.
  • CurrentAudio Scene Objects
    Create Audio Source and Audio Reverb Zone scene objects.
  • CurrentVFX Scene Objects
    Create particle, line, trail, and package-available Visual Effect objects.
  • CurrentHelpers, Gameplay, and Prefab Placement
    Create empty/helper/gameplay marker objects and place compatible selected prefabs/assets.
  • CurrentText, Terrain, and World Objects
    Create text entries, Terrain/Tree/Wind Zone, and other current world-oriented creation routes.
Components1
  • CurrentAdd Component Menu
    Add common rendering, physics, camera/light, audio, effects, UI/text, and world components to an editable scene object.
Inspector1
  • CurrentScene Inspector
    Inspect and edit the selected GameObject/components with lock/freeze protection and scene synchronization.
Transform1
  • CurrentUniversal Gizmo
    Move, rotate, and scale the selected scene object through NHUE’s shared gizmo.
Project4
  • CurrentProject Panel
    Sync, ping, reveal, and manage the Scene Editor project-list cache.
  • CurrentProject Browser and Search
    Browse/search project content with root/expand controls and cached listing.
  • CurrentAsset Actions
    Refresh project assets, reveal Assets in Explorer, and ping the current Unity selection.
  • CurrentAsset Placement and Handoffs
    Drag/place supported assets and hand compatible resources/audio/capture work to the owning NHUE editor.
Terrain5
  • CurrentTerrain Inspector and Settings
    Edit TerrainData, render/quality values, materials, resolutions, collider settings, and quick terrain utilities.
  • CurrentNeighbor Terrains
    Create adjacent terrains and reconnect terrain relationships.
  • CurrentTerrain Height Utilities
    Import RAW, flatten, normalize, and smooth terrain height data through the working utility path.
  • CurrentTerrain Tree and Detail Prototypes
    Add/remove tree, texture-detail, and mesh-detail prototypes while viewport brush placement remains reserved.
  • CurrentRAW Terrain Import
    Decode 8/16/32-bit RAW heightmaps with size, byte-order, flip, normalize, and target-resolution controls.
Tools2
  • CurrentScene Tools
    Use the consolidated Selection, Object, Lock/Freeze, and Visibility command groups.
  • CurrentViewport Backend Modes
    Choose Auto, CPU, or GPU viewport backend behavior with safe fallback.
Diagnostics4
  • CurrentScene Icons
    Show scene icons and configure per-icon visibility/size through the Icon Manager.
  • CurrentDiagnostics and Capture
    Run bounded diagnostics captures, lazy reports, Profiler/Frame Debugger helpers, and report-copy actions.
  • CurrentLarge-Scene Performance Controls
    Use safe-mode, GPU preview/proxy, hierarchy virtualization, and super-scene diagnostic controls for demanding scenes.
  • CurrentDebug and Consoles
    Use the Debug Drawer, Error Console, and Command Console for Scene Editor troubleshooting.
Integration2
  • CurrentCross-Editor Integrations
    Hand resource, audio, and capture workflows to Resource Editor, Audio Editor, and Global Capture where current source supports it.
  • CurrentKeyboard Shortcuts
    Use Scene Editor hotkeys for framing, duplicate/delete, screenshots, diagnostics, and viewport movement.
05
Creation

Avatar Editor

Avatar Editor currently covers custom/source body intake, body/head/face sliders, deformation zones, guided landmarks, texture zones, material metadata, preview baking, avatar formats, builder analysis, and diagnostics.

Current Highlights
Source Mesh ImportAvatar Builder.nhavatar / .nhzoneBody SlidersHead & Face SlidersInfluence ZonesGuided LandmarksTexture ZonesSkin ProfileMaterial SlotsPreview BakeTexturing Diagnostics
Current Direction

Continue body/head coverage, source-mesh handling, zone placement, texturing, save/load behavior, builder reliability, and viewport polish.

Future Direction

Hair, clothing, armor, creature parts, stronger preset families, pose/export workflows, and deeper Avatar-specific rigging integration.

Full Current Feature Inventory30 documented items
Workspace3
  • CurrentAvatar Editor Workspace
    Top menus, work tabs, Avatar Library, preview, and active right-side workflow panel.
  • Current3D Avatar Preview
    Camera presets, focus targets, Grid/Wire/Measurements, zone/guide overlays, and viewport editing.
  • CurrentAvatar Library and Base Selection
    Current base/template choices, future asset areas, and active mesh summary.
Files & Builder4
  • Current.nhavatar Save / Load
    Self-contained full-body avatar save/load including embedded custom geometry payload and avatar metadata.
  • CurrentSource Mesh Import
    Native OBJ intake plus Read/Write-safe Unity model fallback copied into Avatar-owned writable meshes.
  • CurrentAvatar Builder
    Analyze sources, build active custom bodies, verify self-contained avatars, and inspect builder/template reports.
  • CurrentAvatar Asset Format Registry
    Current .nhavatar plus planned hair/clothing/armor/footwear/handwear/body-part format direction.
Body7
  • CurrentBody Core and Scale
    Height/core proportions, adult scale presets, Human Defaults, symmetry, smooth normals, and active body source.
  • CurrentBody Shape and Measurements
    Body-shape, live measurement, torso, waist/hip, and proportion controls.
  • CurrentDetailed Body Sections
    Chest/bust, arms, hands/fingers, legs, feet, and section reset/rebuild workflow.
  • CurrentSlider Search and Stable IDs
    Search the current registry section, copy stable slider IDs, and reset the current section.
  • CurrentSlider Tuning
    Global/per-slider tuning controls and tuning diagnostics.
  • CurrentAvatar Randomization and Resets
    Randomize current/body/head/all slider groups and reset body/head/current sections.
  • CurrentAvatar Undo / Redo
    Avatar-owned snapshot history for supported slider, zone, tuning, and load operations.
Head & Face1
  • CurrentHead / Face Sliders
    Live neutral-shape editing for head, brow, eyes, nose, mouth, ears, jaw/chin, and cheeks.
Zones5
  • CurrentDeformation Influence Zones
    Body/face deformation regions, viewport overlays/editing, copy/paste, reset, and Unity +Z-forward alignment.
  • Current.nhzone Layout Files
    Portable deformation-zone and guided-landmark layout save/load plus quick editor-session persistence.
  • CurrentAuto Place Zones
    Mesh analysis and automatic deformation-zone placement as a starting point for manual correction.
  • CurrentGuided Landmarks
    Estimated/editable anatomical landmarks, pair mirroring, viewport editing, and Guided Auto Place.
  • CurrentZone Teaching Reports
    Compare automatic placement against corrected zones to produce future scanner-tuning evidence.
Texturing8
  • CurrentSkin Profile
    Skin ramp, color, melanin, warmth, redness, roughness, pores, subsurface, variation, and fantasy tint metadata.
  • CurrentTexture Regions
    Built-in visual regions with ramp/color/material/source metadata.
  • CurrentTexture Zones
    Body-space placement of texture regions with overlays, mirror/lock/falloff/opacity, and viewport editing.
  • CurrentAvatar Preview Bake
    Body-space/UV preview texture generation with separate drag/full resolutions and bake diagnostics.
  • CurrentEye Profile Metadata
    Iris/pupil/sclera/limbal/wetness/clearcoat metadata for the planned procedural-eye output.
  • CurrentMaterial Slots
    Imported/built-in material slot metadata, preview color, skin-ramp assignment, and texture-reference state.
  • CurrentBody-Part Material Assignments
    Map avatar body parts to material slots/regions and choose imported material or skin-ramp behavior.
  • CurrentTexturing Diagnostics
    Full texturing reports, preview-bake/repaint counters, metadata reset, and zone-mask reports.
Integration1
  • CurrentOpen Global Capture
    Switch from Avatar Editor to the standalone Global Capture application without duplicating capture ownership.
Diagnostics1
  • CurrentAvatar Diagnostics
    State, performance, asset-format, deformer/template, slider, zone, builder, and texturing reports.
worldbuilding

Worldbuilding

Terrain generation, analysis, masks, color, surface maps, packaging, and delivery.

06
Worldbuilding

Terrain / Height Map Pipeline

The terrain side is now a connected pipeline: multi-document Height Map editing, brushes and stamps, procedural generation, Terrain Graph, filter stacks, Terrain Signals, TAM, AMG, Gradient Ramp Editor, Editable Gradient 2, relief preview, surface-map generation, Final Terrain Package, native Terrain prefab delivery, runtime materials, and texture packing.

Current Highlights
Height Map EditingHeight Map GeneratorTerrain GraphTerrain FiltersTerrain SignalsTAMAMGGradient Ramp EditorEditable Gradient 2Relief PreviewNormal / Light MapsFinal Terrain PackageTerrain Prefab Export
Current Direction

Keep pushing stronger landform identity, cleaner procedural logic, better noise/selected-noise behavior, erosion-related upgrades, graph-backed workflows, more visible filter impact, and stronger terrain presentation.

Future Direction

Deeper graph systems, richer recipes and profile libraries, expanded terrain analysis, stronger scene handoff, and lightweight fog/water/scatter presentation layers where they support terrain review.

Full Current Feature Inventory40 documented items
Workspace4
  • CurrentHeight Map Workspace
    Multi-document terrain workspace with menu bar, toolbar, derived-map tabs, right-side panels, and status bar.
  • CurrentHeight Map Documents
    Create, switch, and close independent height-map documents.
  • CurrentImage / Texture Heightmap I/O
    Load from disk, Image Editor, or selected Unity textures and save height/derived maps.
  • CurrentRAW / R16 / R32 I/O
    Import/export headerless terrain height data with explicit dimensions, depth, byte order, and flip controls.
Editing4
  • Current2D / 3D Terrain Preview
    Grayscale/split/relief/shader views, derived-map tabs, overlays, zoom/fit, 3D preview, and wireframe.
  • CurrentHeight Brushes and Terrain Stamps
    Paint, raise/lower, smooth, flatten, stamp terrain, sample height, and tune brush/stamp behavior.
  • CurrentHeightfield Operations
    Normalize, invert, blur, smooth, levels/contrast, clamp, and reset the active heightfield.
  • CurrentBasic Colormap Workflow
    Generate layered terrain color from ramps with height/slope masks and optional relief blend.
Terrain Maps1
  • CurrentNormal / Light / Occlusion / Spec-Metal Maps
    Generate supporting surface maps from the current or imported height source and send/save the outputs.
Generator5
  • CurrentHeight Map Generator
    Procedural terrain generation workspace with General, Graph, Filter, Isolines, and Diagnostics tabs.
  • CurrentGenerator Presets and Systems
    Classic presets, Terrain Graph profiles, NHUE Standalone Terrain profiles/base shapes, and .nhgm presets.
  • CurrentGenerator Overlay Layer Stack
    Blend up to multiple procedural overlay layers with per-layer scale/macro/detail/warp/strength/mask controls.
  • CurrentGenerator Source Terrain / Protection
    Use an existing source terrain while procedurally layering or protecting landform structure.
  • CurrentTerrain Graph
    Create, inspect, preview, save, and load graph-backed procedural terrain using generator/combiner/modifier/selector/transform modules.
Filters4
  • CurrentTerrain Filter Stack
    Ordered terrain filters with enable/change/reorder, strength/blend/presets, typed parameters, and shared gating.
  • CurrentTerrain Filter Catalog
    General forming, erosion/inverse erosion, noise, selected noise, terrain-shape, terrace, and special filters.
  • CurrentTerrain Signals and Gating
    Target ridges, valleys, flow, basin, relief, curvature, elevation, noise, channels, and other analysis signals.
  • CurrentGenerator Diagnostics
    Inspect generation path, output statistics, timings, warnings, control deltas, and preset scans.
Terrain Analysis3
  • CurrentTerrain Analysis Masks
    Analyze height data into raw and composite terrain masks.
  • CurrentTAM Analysis Controls
    Tune feature/local radius, slope/roughness/curvature, ridge/valley, basin, plateau, and transition analysis.
  • CurrentTAM Sessions / Export / AMG Handoff
    Save/load .nhtam sessions, export masks, and exchange source terrain with AMG.
Alpha Masks6
  • CurrentAlpha Mask Generator
    Generate terrain-layer masks from height/TAM analysis data.
  • CurrentAMG Source / TAM Handoff
    Load image/RAW/texture/stamp/live terrain sources and exchange sources with TAM.
  • CurrentAMG Terrain Analysis
    Tune analysis values used to derive alpha-mask layers.
  • CurrentAMG Terrain Profiles
    Apply built-in terrain-family profiles or create/manage user profiles.
  • CurrentAMG Layer Refinement
    Brightness/contrast/blur, normalization, invert, threshold, remap, clamp, and grow/shrink per mask layer.
  • CurrentAMG Packed RGBA / Workspace / Export
    Build packed RGBA outputs, templates, normalization, bundles, and .nhamg workspace files.
Color Ramps5
  • CurrentGradient Ramp Editor
    Layer image/editable gradients by height/slope and generate/save terrain colormaps.
  • CurrentEditable Gradient 2
    Edit gradient stops, randomize/reverse/space them, manage presets, and return the draft to GRE.
  • CurrentGRE Relief Preview
    Preview and export shaded relief with profile, lighting, detail, layer-order, and greyscale controls.
  • CurrentRamp Browser
    Browse/preview image ramps, assign them to layers, and convert them to EG2 drafts.
  • CurrentRamp Diagnostics
    Inspect ramp assets and GRE relief/editor state.
Final Terrain7
  • CurrentFinal Terrain Package
    Assemble terrain height/maps/material layers for preview, .nhterrain reuse, runtime materials, and native Unity Terrain prefab delivery.
  • CurrentTerrain Material Layers
    Base/alpha layers, packed detail maps, height blending, anti-tiling, global normals, color variation, and emission.
  • CurrentPreview Fly / Walk / Chunked LOD
    Interactive terrain inspection with viewer navigation, high-grid safety, LOD/seam controls, sky/sun, and clipboard screenshot.
  • CurrentTerrain Prefab Export
    Export the current FTP setup as a validated native Unity Terrain prefab with persistent TerrainData, material, and required texture sidecars.
  • CurrentRuntime Material Workflow
    Save/load .nhterrain and create/update/ping runtime terrain materials and shader.
  • CurrentTerrain Presets and Quality Helpers
    Save/load .nhtp, browse/rebuild the preset library, generate/retune ramps, and switch preview quality helpers.
  • CurrentTexture Packer
    Build NHUE packed Mask/Spec textures and extract/merge/swap/invert channels.
Diagnostics1
  • CurrentHeight Map Diagnostics
    Main/module and subsystem reports for generator, ramps, package, and runtime counters.
media

Media Production

Audio editing, video editing, and capture workflows inside the same NHUE environment.

07
Media

Audio Editor

Audio Editor is now a deep editing and game-audio environment with projects, waveform/spectrogram views, clip editing, recording, mixer work, analysis, effects, generators, loop/ambience tools, SFX and voice workflows, multi-format import/export, Unity AudioClip integration, and cross-editor round trips.

Current Highlights
Waveform & SpectrogramClip EditingMarkers / RegionsMixerMicrophone RecordingPunch RecordingMulti-Take RecordingGame Audio EffectsLoop / Ambience PrepLayered SFXVoice Line PrepAudio AnalysisWAV / OGG / MP3 / AIFF / FLACCross-Editor Round Trips
Current Direction

Continue reliability, recording/device coverage, game-audio prep, analysis, long-form safety, export polish, and tighter media/resource handoff.

Future Direction

Broader platform support, more game-audio production helpers, deeper batch workflows, and continued integration with Video, Capture, Scene, and Resource workflows.

Full Current Feature Inventory69 documented items
Workspace4
  • CurrentAudio Editor Workspace
    Track Panel, timeline, status, menus, theme, and view controls.
  • CurrentTimeline and Navigation
    Zoom, fit, grid, context commands, alignment, and time navigation.
  • CurrentWaveform Display
    Cached waveform previews and waveform-only track display.
  • CurrentSpectrogram Track Display
    Spectrogram and combined waveform/spectrogram views with multiple frequency scales.
Project & Editing13
  • Current.nhaudio Project Files
    Create, open, save, save-as, close, and compatibility workflow for editable projects.
  • CurrentUnsaved Project Safety
    Blocks project replacement/close when dirty work has not been handled.
  • CurrentUndo and Redo
    Bounded Audio Editor command history for supported edits.
  • CurrentCut, Copy, and Paste
    Audio clipboard editing with focused-control shortcut safety.
  • CurrentClip Editing
    Split, trim, duplicate, nudge, join, merge, delete, silence, and fade controls.
  • CurrentRipple Delete
    Delete selected material and close resulting timeline gaps.
  • CurrentSilence Cleanup
    Split at silences, trim silent edges, and remove silence while closing gaps.
  • CurrentSelection and Cursor Navigation
    Track, clip, time, frequency, and cursor selection commands.
  • CurrentMarkers, Regions, and Cues
    Markers, regions, export cues, loop cues, and marker navigation.
  • CurrentClip Groups
    Group and ungroup related clips for editing and game-audio workflows.
  • CurrentTimeline Snap
    Snap to grid, clip edges, playhead, selection edges, and markers.
  • CurrentZero-Crossing Assist
    Move or adjust edit boundaries toward nearby zero crossings.
  • CurrentLoop Range Helper
    Set, preview, analyze, fade, and clear the current loop range.
Tracks & Mixer5
  • CurrentTrack Management
    Mono, stereo, label, mute, solo, gain, pan, order, duplicate, remove, and height controls.
  • CurrentTrack Mixer
    Focused track mute/solo/gain/pan window.
  • CurrentMixdown and Render
    Preview the project mix or render selected/project tracks to a new track.
  • CurrentProject Rate and Track Resample
    Change project rate separately from explicit track resampling.
  • CurrentPitch and Tempo
    Change pitch while preserving duration or tempo while targeting preserved pitch.
Playback2
  • CurrentPlayback and Loop Play
    Play, stop, pause, resume, seek, project-edge navigation, and loop playback.
  • CurrentLevel Meters
    Monitor/reset level evidence for playback, mix, and recording checks.
Recording15
  • CurrentMicrophone Recording
    Record microphone input through the existing Audio Editor capture path.
  • Platform-SpecificSystem Output Recording
    Capture the active Windows speaker/output endpoint.
  • CurrentRecording Device Selection
    Refresh/select microphone or output devices and open Audio Device Settings.
  • CurrentRecording Format and Channel Policy
    Requested sample rate, mono/stereo compatibility, and native output channel policy.
  • CurrentInput Monitoring and Latency
    Pre-record meters, microphone monitoring, compensation, and monitor safety delay.
  • CurrentInput and Recording Safety
    Clipping evidence, session evidence, stress/large-project checks, and maximum-take guards.
  • CurrentRecord Target Policy
    Record to the current track or a new track with start-time ownership frozen at record start.
  • CurrentPunch Recording
    Time-selection punch capture with layered/replace commit and crossfade controls.
  • CurrentCount-In and Pre-Roll
    Fixed lead-in/count-in timing including punch lead-in reuse.
  • CurrentScheduled Recording
    Arm or cancel timed recording through the accepted recording workflow.
  • CurrentMulti-Take Recording
    Take sets, selection, audition, and preferred-take workflow.
  • CurrentVoice Takes Workflow
    Prepare 48 kHz mono microphone takes and reuse voice final-prep/export-ready helpers.
  • CurrentRecording Presets and Slate Naming
    Session presets, naming profiles, slate sources, and optional take/date/time stamps.
  • CurrentLong-Form Storage and Recovery
    Memory/disk-backed capture, storage validation, preserved destinations, and recovery.
  • CurrentSound-Activated System-Output Recording
    Activation threshold, attack, release hold, and automatic hysteresis for system-output gating.
Effects3
  • CurrentBasic Effects
    Amplify, normalize, fades, reverse, invert, and the shared effect history path.
  • CurrentEQ and Profile Noise Cleanup
    Advanced EQ plus learned-profile noise reduction with preview/apply.
  • CurrentGame Audio Effects and Voice Tools
    Tone, dynamics, pitch/speed, reverb/space, cleanup, and game-polish presets.
Game Audio7
  • CurrentLoop and Ambience Prep
    Seamless loops, ambience crossfades, tails, layers, and export readiness.
  • CurrentOne-Shot and SFX Prep
    One-shot, footstep, impact/weapon, and UI-sound cleanup helpers.
  • CurrentVoice Line Prep
    Voice cleanup, final prep, dialogue batch work, cues, and export readiness.
  • CurrentBatch Game-Audio Prep
    Batch fades, normalize/peak guard, loop prep, presets, and export cues.
  • CurrentLayered Game SFX
    Build, pattern, align, group, cue, render, and analyze layered SFX.
  • CurrentSFX Variation and Gain/Pan Polish
    Timing spread, variant marking, gain spread, pan spread, and readiness.
  • CurrentVariant Sets and SFX Packs
    Build named variant sets and export-oriented SFX packs.
Analysis6
  • CurrentCore Audio Analysis
    Clipping, loudness, general analysis, and quality reports.
  • CurrentSpectrum Plot
    Frequency-domain spectrum preview and plot window.
  • CurrentFrequency Selection
    Frequency and time-frequency selection tools for analysis.
  • CurrentPeak / RMS History
    View level history across the selected material.
  • CurrentNoise Profile Analysis
    Learn a spectral background-noise profile from a highlighted range.
  • CurrentLoop Analysis
    Seam, frequency, spectral-stability, tonal-continuity, and synthesis checks.
Generate1
  • CurrentAudio Generators
    Silence, tone, noise, chirp, DTMF, rhythm, and diagnostic sample generation.
Import / Export6
  • CurrentWAV, OGG, MP3, AIFF, and FLAC
    Current active import/export format routes.
  • Platform-SpecificMP3 Export Bridge
    Windows-dependent MP3 encoding with verified bitrate/rate/channel options.
  • CurrentExport Options and Conversion
    Rate, channels, bit depth, dither, quality, bitrate, and compression options.
  • CurrentExport Metadata
    Supported text metadata workflow for compatible formats.
  • CurrentGame Export
    Export selected clips, cue regions, packs, or track clips in supported formats.
  • CurrentExport Naming and Profiles
    Naming templates, destinations, numbering, prefixes/suffixes, and game-export profiles.
Integrations5
  • CurrentUnity AudioClip Workflow
    Materialize/preview compatible AudioClip assets through the established integration.
  • CurrentResource Editor Audio Handoff
    Send compatible resource audio into/out of the Audio Editor.
  • CurrentScene Editor Audio Workflow
    AudioClip assignment and AudioSource handoff with Scene Editor.
  • CurrentVideo Editor Audio Round Trip
    Hand audio between Video Editor and Audio Editor without changing project ownership.
  • CurrentGlobal Capture Round Trip
    Return an edited WAV to an active Global Capture audio workflow.
Diagnostics2
  • CurrentAudio Editor Diagnostics
    Explicit reports and self-tests spanning completed Audio Editor development stages.
  • CurrentKeyboard Shortcuts
    Standard command, transport, marker, loop, zero-crossing, nudge, and navigation shortcuts.
08
Media

Video Editor

Video Editor is a full timeline-oriented editing workspace with project/media management, trimming and ripple tools, grouped editing, speed/time remapping, preview manipulation, effects, transitions, titles/subtitles, audio workflows, generators, analysis, proxies/performance systems, export control, recovery, and diagnostics.

Current Highlights
Media LibraryTimeline EditingTrim / SplitRipple ToolsMarkers / ChaptersGrouped EditingSpeed / Time RemapFreeze / ReverseVideo EffectsTransitionsTitles / SubtitlesAudio WorkflowGeneratorsProxy / PerformanceExportRecovery
Current Direction

Continue performance, timeline polish, media reliability, proxy/export robustness, effect usability, and NHUE media round trips.

Future Direction

Deeper editing polish, more creative/media tools, stronger capture-to-edit workflow, and broader project delivery options.

Full Current Feature Inventory74 documented items
Workspace6
  • CurrentVideo Editor Workspace
    Main editing workspace, panels, menu row, status, and selection-driven controls.
  • CurrentWorkspaces and Large Screen Mode
    Workspace layouts and Large Screen Mode.
  • CurrentPreview Display
    Fit/fill/100%, interpolation, preview guides, grid, and overlays.
  • CurrentPreview Gizmo and Snapping
    Direct preview manipulation with snapping and guides.
  • CurrentShortcut Editor
    Custom keyboard shortcut profiles and reset/default controls.
  • CurrentAccessibility and Language
    Tooltips, region navigation, and localization preferences.
Projects & Media8
  • CurrentVideo Project Files
    New/open/save/save-as/close and schema-compatible project ownership.
  • CurrentRecovery and Open Without Derived Media
    Recovery candidates, backups, and safe derived-media isolation.
  • CurrentMedia Import and Relink
    Import, selected relink, and folder-based missing-media relink.
  • CurrentMedia Library
    Project media organization and filtering.
  • CurrentBins and Favorites
    User bins, favorites, and media organization.
  • CurrentSmart Collections
    Unused, missing, duplicate, proxy, and unassigned media views.
  • CurrentImage Import
    Still-image intake and image import settings.
  • CurrentMissing, Duplicate, and Suitability Analysis
    Project media health and editing-suitability checks.
Timeline11
  • CurrentTimeline Editing
    Core timeline and track editing.
  • CurrentClip Selection and Movement
    Selection, movement, placement, duplication, and alignment.
  • CurrentTrim and Split
    Trim/split editing and clip boundary work.
  • CurrentDelete, Lift, and Ripple Delete
    Gap-preserving and gap-closing removal.
  • CurrentGaps and Ripple Preview
    Gap tools and pre-commit ripple preview.
  • CurrentTimeline Snapping
    Timeline snap targets and settings.
  • CurrentMarkers, Ranges, and Chapters
    Marker navigation, ranges, chapter planning, and export range ownership.
  • CurrentGrouped Clip Editing
    Clip grouping and related editing.
  • CurrentBatch Timeline Operations
    Batch fades, effects, normalization, proxy queueing, rename, and export preparation.
  • CurrentSpeed and Time Remapping
    Speed presets and variable time-remapping keys.
  • CurrentFreeze Frame and Reverse Media
    Freeze insertion and managed reverse-media generation.
Playback4
  • CurrentTimeline and Source Playback
    Persistent source/timeline playback and synchronization.
  • CurrentPlayback Ranges and Looping
    Mark In/Out and loop playback.
  • CurrentScrubbing and Frame Stepping
    Precise navigation and frame-level inspection.
  • CurrentPreview Resolution Scaling
    Auto/360p/540p/720p/1080p preview scaling.
Sequences & Tracks4
  • CurrentMultiple Sequences
    Create, duplicate, switch, manage, and delete sequences.
  • CurrentNested Sequences
    Nested-sequence project and playback workflow.
  • CurrentTrack Controls
    Track pan and track-owned controls.
  • CurrentTrack and Sequence Output Effects
    Compositing and output-level processing.
Effects11
  • CurrentEffect Browser and Catalog
    Search, filter, and add compatible effects.
  • CurrentEffect Stack
    Ordered stack controls, duplicate, copy/paste, and clear.
  • CurrentEffect Presets
    Preset Manager and reusable effect settings.
  • CurrentColor Correction and LUT
    Color-correction and LUT workflows.
  • CurrentStylize Effects
    Blur, sharpen, vignette, glow, and catalog stylize effects.
  • CurrentChroma Key
    Simple/advanced chroma-key workflows.
  • CurrentMasks
    Shape/drawn mask processing and feather controls.
  • CurrentTransform and Picture-in-Picture
    Transform, crop, opacity, flip/mirror, PIP, and pan/zoom.
  • CurrentStabilization
    Motion analysis for stabilization.
  • CurrentMotion Tracking
    Bounded region tracking and supported apply targets.
  • CurrentKeyframes
    Keyframe values and interpolation.
Transitions1
  • CurrentTransitions
    Dissolve and wipe/luma transition workflow.
Titles & Subtitles3
  • CurrentTitles
    Center/lower-third/rich/typewriter titles and styling.
  • CurrentSubtitle Tracks and SRT
    Timed subtitle tracks, styling, SRT import/export, and burn-in intent.
  • CurrentSpeech Tools
    Speech-to-text and text-to-speech provider workflows.
Audio4
  • CurrentAudio Controls
    Pan, channels, fades, crossfades, and track controls.
  • CurrentAudio Effects
    Timeline audio effects and playback meters.
  • CurrentAudio Alignment
    Reference-clip audio-based alignment.
  • CurrentAudio Editor Round-Trip
    Extract/open/replace/relink edited audio with the NHUE Audio Editor.
Generators4
  • CurrentGenerator Clips
    Solid, pattern, text, tone, and other project generators.
  • CurrentSlideshow Builder
    Still-image slideshow construction and music options.
  • CurrentTemplates and Smart Presets
    Reusable timeline/title template workflows.
  • CurrentElements Library
    Reusable built-in/user elements with source/license notes.
Analysis4
  • CurrentProfessional Scopes
    Histogram, waveform, vector parade, and audio-scope foundation.
  • CurrentHDR Preview
    10-bit/HDR preview architecture and tone-map settings.
  • CurrentProfessional Performance
    Runtime counters and professional workflow diagnostics.
  • CurrentExternal Effect Providers
    Provider compatibility inspection with current attachment limitation.
Performance6
  • CurrentProxy Media
    Proxy generation, switching, and settings.
  • CurrentEdit-Friendly Transcodes
    Managed transcode generation and removal.
  • CurrentFrame Rate Conversion
    Variable-to-constant frame-rate derived media.
  • CurrentCache Manager
    Cache budgets, validation, cleanup, reset, and folders.
  • CurrentJobs Monitor
    Visible job state for background work and export.
  • CurrentAutosave and Backups
    Explicit autosave preference and backup/recovery settings.
Export5
  • CurrentVideo Export
    Validated video delivery workflow.
  • CurrentExport Quality and Encoder Settings
    CRF, bitrate, GOP, two-pass, and encoder choice.
  • CurrentRange and Marker Export
    Selected/marker ranges and chapter planning.
  • CurrentAudio-Only and Image-Sequence Export
    Dedicated audio and image output paths.
  • CurrentPre-Export Validation
    Exact-graph checks and fail-closed delivery safety.
Diagnostics3
  • CurrentDiagnostics
    Manual bounded subsystem and final-readiness reports.
  • CurrentMedia Backend
    Central media backend setup and validation.
  • CurrentCurrent Limits and Safety
    Final explicit limitations and no-silent-approximation policy.
09
Media

Global Capture

Global Capture is a dedicated recorder for desktop/game/project capture with source selection, regions, system/microphone audio, webcam overlays, recording settings, codecs, presets, annotations, recording recovery, library/history, performance diagnostics, and direct handoff to Video, Audio, Image, and Resource workflows.

Current Highlights
Recording ControlsScreenshots / MarkersRegion CaptureNetwork Stream InputSystem / Game AudioMicrophoneWebcam OverlayAnnotationsContainers / CodecsHardware Encoder DetectionRecording LibraryInterrupted RecoveryVideo HandoffAudio Round TripImage Round Trip
Current Direction

Keep capture reliable under real workloads, improve source/device compatibility, encoder behavior, long-session safety, and editor-to-editor handoff.

Future Direction

Continue improving professional capture polish while keeping Global Capture focused on recording rather than duplicating the Video Editor.

Full Current Feature Inventory31 documented items
Workspace1
  • CurrentGlobal Capture Workspace
    Main capture tab, menu row, status, compact controls, and utility windows.
Capture2
  • CurrentRecording Session Controls
    Start, pause, resume, stop, and cancel the active recording.
  • CurrentScreenshots and Markers
    Capture still images and mark important moments during recording.
Sources3
  • CurrentSource Selection and Refresh
    Discover and select available capture sources.
  • CurrentRegion Selection
    Select a bounded desktop area for region recording.
  • CurrentNetwork Stream Input
    Probe and record a configured remote media stream.
Audio4
  • CurrentCapture Audio
    Configure Global Capture audio inputs and recording behavior.
  • CurrentSystem / Game Audio
    Record supported desktop-output audio.
  • CurrentMicrophone Audio
    Record a selected microphone with gain, mute, and metering.
  • CurrentMixed or Separate Audio Tracks
    Choose mixed stereo or separate system/microphone tracks where supported.
Devices2
  • CurrentWebcam Capture
    Use a camera as an overlay or camera-only source with live preview.
  • CurrentWebcam Overlay Layout
    Position, size, shape, mirror, and style the camera overlay.
Overlays2
  • CurrentCapture Overlays
    Cursor, click, shortcut-key, and capture-border overlays.
  • CurrentAnnotation Mode
    Draw and clear bounded annotations on supported capture paths.
Controls1
  • CurrentRecorder HUD and Shortcuts
    Use compact recorder controls and rebindable Unity shortcuts.
Recording4
  • CurrentRecording Settings
    Resolution, frame rate, countdown, preview, and capture-output settings.
  • CurrentContainers and Codecs
    Choose container, codecs, bitrate/quality, and encoding settings.
  • CurrentHardware Encoder Detection
    Detect and select available encoder families with explicit fallback policy.
  • CurrentRecording Presets
    Apply repeatable capture/output settings.
Output1
  • CurrentOutput Folder and Paths
    Open the recording folder and copy completed-media paths.
History3
  • CurrentRecent Recording History
    Review recent captures and quick actions.
  • CurrentRecording Library
    Search, filter, annotate, favorite, and route completed recordings.
  • CurrentInterrupted Recording Recovery
    Recover or discard interrupted sessions when recoverable artifacts exist.
Integrations5
  • CurrentVideo Editor Handoff
    Send completed recordings to Video Editor workflows.
  • CurrentResource Editor Handoff
    Add/open recordings through NHUE resource/project workflows.
  • CurrentAudio Editor Round Trip
    Extract/send recording audio through the Audio Editor workflow.
  • CurrentImage Editor Round Trip
    Open screenshots or extracted still frames in Image Editor.
  • CurrentMedia Round-Trip Tools
    Use audio and still-frame round-trip commands while preserving original recordings.
Diagnostics2
  • CurrentCapture Diagnostics
    Run lazy capture-problem, compatibility, and GC-11 checkpoint reports.
  • CurrentPerformance Monitor
    Track recording pressure, disk, queue, stalls, drops, and resource safety.
Help1
  • CurrentAbout Global Capture
    Open the Global Capture about information.
collaboration

Community & Collaboration

Communication, peer files, distributed hosting, project sharing, and Resource Editor handoff.

10
Collaboration

Community & Collaboration

NHUE Community is now a major subsystem: self-hosted Communities, secure identity/trust, server administration, channels, messaging, forums, roles and permissions, moderation, invites, peer attachments, rich media previews, distributed hosting, project sharing/sync, and Resource Editor asset handoff.

Current Highlights
Self-Hosted CommunitiesSecure Identity / TrustChannels & MessagingForumsRoles / PermissionsModerationInvitesPeer AttachmentsInline MediaDistributed HostingProject Sharing / SyncResource Handoff
Current Direction

Continue performance and messaging responsiveness, transfer/media polish, real multi-client validation, and stronger day-to-day collaboration workflow.

Future Direction

A major Community GUI/UX redesign, richer live collaboration, and later opt-in synchronized media/screen-sharing style collaboration while preserving NHUE’s decentralized architecture.

Current Architecture

Peer-owned payloads, server-authoritative control

Community uses the server as the authority/control plane while attachment, project, and resource payloads remain peer-owned. Distributed helpers can provide additional sources and aggregate bandwidth, while project and resource workflows remain destination-owned on the receiving client.

Full Current Community Feature Inventory163 source-backed items
Foundation / Hosting / Identity23
  • CurrentNHUE-integrated Community client workspace
  • CurrentSeparate NHUE Chat Server window
  • CurrentCommunity Administration Hub
  • CurrentSelf-hosted Community architecture
  • CurrentFriendly Server ID, Community ID, connection-code identity model
  • CurrentSaved remote Communities
  • CurrentLAN discovery client/responder
  • CurrentDirect host/port connection path
  • CurrentShort Invite Codes and invite redemption
  • CurrentOptional invite-directory client
  • CurrentPersistent local client identity
  • CurrentPersistent server identity
  • CurrentIdentity fingerprints
  • CurrentTOFU trust store
  • CurrentFingerprint mismatch blocking
  • CurrentCryptographic handshake and replay protection
  • CurrentWindows Schannel/CryptoAPI secure transport
  • CurrentTLS/channel-binding validation
  • CurrentBounded connection/session limits
  • CurrentRate limiting and outbound queue limits
  • CurrentDurable NHUE-owned Community storage
  • CurrentJournal/recovery storage path
  • CurrentReset/archive support
Community Structure / Members / Roles18
  • CurrentServer-owned categories
  • CurrentText channels
  • CurrentAnnouncement channels
  • CurrentForum channels
  • CurrentChannel/category ordering and structure snapshots
  • CurrentApproved-member roster
  • CurrentPresence/member status records
  • CurrentOwner/Admin/Moderator role support
  • CurrentCustom roles
  • CurrentMultiple role assignments
  • CurrentRole authority evaluation
  • CurrentGlobal role permissions
  • CurrentPer-channel/category permission overrides
  • CurrentScoped permission evaluation
  • CurrentServer member-role assignment window
  • CurrentServer channel-permission editor
  • CurrentServer permission editor
  • CurrentInvites & Membership administration
Live Messaging12
  • CurrentLive channel messaging
  • CurrentDurable message history
  • CurrentPaged message history
  • CurrentMessage read positions / unread state
  • CurrentMessage editing
  • CurrentMessage deletion
  • CurrentClient messaging snapshots and cached presentation
  • CurrentServer messaging router
  • CurrentApplication-level Community notifications
  • CurrentToast notification window
  • CurrentReconnect policy and saved-server reconnect flow
  • CurrentMember panel / roster presentation
Forums / Topics19
  • CurrentForum topic creation
  • CurrentForum replies
  • CurrentForum post editing
  • CurrentForum post deletion/moderation
  • CurrentForum rich-text / BBCode parser and renderer
  • CurrentForum composer formatting toolbar support
  • CurrentForum draft persistence/recovery
  • CurrentForum labels
  • CurrentForum label filtering
  • CurrentForum topic read state
  • CurrentWatched topics
  • CurrentWatched-topic notifications
  • CurrentForum topic status actions
  • CurrentAccepted-solution workflow
  • CurrentForum slow mode
  • CurrentForum structural moderation
  • CurrentForum administration window
  • CurrentForum moderation window
  • CurrentForum indexes and cached statistics
Moderation7
  • CurrentKick moderation action
  • CurrentBan moderation action
  • CurrentTimeout moderation action
  • CurrentServer-authoritative moderation authority
  • CurrentClient moderation request surfaces
  • CurrentForum moderation authority and records
  • CurrentModeration diagnostics
Peer Files / Attachments17
  • CurrentChat/forum attachment posting metadata
  • CurrentClient-local hosted file store
  • CurrentPeer-direct payload transfer
  • CurrentServer-signed/authorized peer transfer path
  • CurrentHost availability / host-count presentation
  • CurrentDestination-owned download workflow
  • CurrentResumable partial downloads
  • CurrentPause/resume/cancel transfer controls
  • CurrentFIFO download queue
  • CurrentBounded host upload slots
  • CurrentPer-chunk and final integrity validation
  • CurrentBandwidth limiting / transfer-rate policy
  • CurrentTransfer speed and ETA presentation
  • CurrentTransfer lifecycle/status history
  • CurrentCompletion/failure notifications
  • CurrentPeer attachment preflight
  • CurrentServer never owns attachment payload bytes
Inline Media / Rich Previews15
  • CurrentRich-link preview service
  • CurrentImage preview service
  • CurrentAudio preview service
  • CurrentVideo preview service
  • CurrentMedia metadata resolver
  • CurrentProvider-aware preview targets
  • CurrentTrusted provider web-surface path
  • CurrentNative video surface path
  • CurrentWindows provider surface path
  • CurrentClient-local media preview policy
  • CurrentClient-local persistent media cache
  • CurrentMedia status/loading/failure state
  • CurrentExplicit-load preview policy
  • CurrentMedia presentation-size preferences
  • CurrentSingle Community media-player ownership model
Distributed Hosting / Community Assist14
  • CurrentCommunity Assist helper registry
  • CurrentAssist policy controls
  • CurrentDistributed host registration
  • CurrentDistributed source discovery
  • CurrentDistributed source authorization
  • CurrentSource health tracking
  • CurrentSource selection and failover
  • CurrentAdaptive multi-source range scheduler
  • CurrentConcurrent multi-source transfer
  • CurrentAggregate bandwidth from multiple hosts
  • CurrentDistributed transfer source provider
  • CurrentPeer endpoint registry
  • CurrentPeer availability registry
  • CurrentSource health/recovery status and notifications
Project Sharing / Project Sync20
  • CurrentShared Project identities and records
  • CurrentProject Hub client snapshot
  • CurrentForum Project Hub binding
  • CurrentFull-project sharing
  • CurrentRecursive selected-folder sharing
  • CurrentMember/scoped project access policies
  • CurrentProject password policy
  • CurrentProject participation records
  • CurrentProject scanning
  • CurrentProject manifests
  • CurrentProject manifest revisions
  • CurrentProject source registry
  • CurrentProject sync planning
  • CurrentProject file acquisition
  • CurrentProject contributions
  • CurrentProject contribution planning
  • CurrentProject status/revision records
  • CurrentTransactional project apply
  • CurrentProject Sync administration window
  • CurrentPeer-owned project payload distribution
Resource Editor ↔ Community Handoff18
  • CurrentResource Browser multi-selection for Community handoff
  • CurrentResource handoff draft/staging service
  • CurrentRecursive folder/resource manifest builder
  • CurrentResource handoff tree presentation
  • CurrentComposer resource-tree expansion state
  • CurrentResource message publishing
  • CurrentDistributed resource acquisition
  • Current.nhueresource bundle format
  • CurrentResource handoff publication service
  • CurrentResource handoff acquisition service
  • CurrentResource Editor inbound handoff inbox
  • CurrentCommunity → Resource Editor handoff
  • CurrentResource Editor import service
  • CurrentUnity GUID inspection/preservation safety
  • CurrentImport collision preview/safety
  • CurrentBounded resource import/application
  • CurrentResource handoff status records
  • CurrentResource handoff notifications
core

Documentation & Shared Core

The shell, manuals, shared hierarchy/inspector systems, and common NHUE architecture.

11
Core

Documentation & NHUE Core

The NHUE shell now owns the connected editor family, remembered application state, soft minimize, capture status, built-in .nhdoc documentation, feature lists/changelogs, reading controls, Universal Hierarchy, Universal Inspector, and shared Add Component workflow.

Current Highlights
NHUE Application TabsRemembered App StateSoft MinimizeCapture StatusBuilt-In Documentation.nhdoc ManualsFeature Lists / ChangelogsUniversal HierarchyUniversal InspectorSearchable Add Component
Current Direction

Keep documentation synchronized with the actual editors, expand game-design tutorials, and continue consolidating truly shared editor behavior into reusable NHUE systems.

Future Direction

More cross-editor workflow guidance, deeper tutorials, continued shared-system unification, and ongoing cleanup of retired/legacy architecture.

Architecture Update

The old file-navigation module has been retired.

Documentation now occupies the first NHUE tab, while Resource Editor owns project/resource browsing and asset workflows. The roadmap no longer presents the retired browser as a current subsystem.

Full Current Feature Inventory10 documented items
Workspace5
  • CurrentOpen Night Hawk's Unified Editor
    Open the main NHUE shell from Unity through Tools > Night Hawk's Unified Editor.
  • CurrentApplication Tabs
    Switch between the ten registered NHUE applications inside one shell window.
  • CurrentRemembered Active Application
    Restore the last valid NHUE application by module ID when the shell is reopened.
  • CurrentSoft Minimize / Restore
    Collapse NHUE to a small restore bar without rendering the active editor at the minimized size.
  • CurrentGlobal Capture Status Indicator
    Show active, paused, or finalizing capture status in the shell and jump to Global Capture.
Documentation2
  • CurrentBuilt-in Documentation
    Browse .nhdoc manuals with application tabs, chapter navigation, relevance-ranked search, adjustable reading text, Feature Lists, and Changelogs.
  • CurrentDocumentation Reading Controls
    Increase or reduce manual text from 100% to 200%, reset quickly, use keyboard or Ctrl+mouse-wheel zoom, and optionally keep a comfortable centered reading width while text continues to wrap.
Shared Panels3
  • CurrentUniversal Hierarchy
    Shared hierarchical object-tree behavior used by NHUE editing workspaces.
  • CurrentUniversal Inspector
    Shared inspector routing for objects, assets, importers, materials, and component workflows.
  • CurrentSearchable Add Component
    Search the shared Universal Inspector component catalog and add supported component/script types.
Future Direction

What is still ahead.

These items are intentionally shown separately from current features. They represent the direction NHUE is moving rather than functionality being advertised as finished today.

Future3D / Animation

Generic and non-Humanoid rig support, deeper animation authoring, rig/skin editing polish, and continued Mesh2/Surface Forge growth.

FutureTerrain

Stronger erosion and landform identity, deeper Terrain Graph workflows, richer profile/recipe libraries, and scene-ready worldbuilding handoff.

FutureResource Editor

Material-owner preview polish, deeper asset construction, more resource providers, and the future visual Game UI Builder.

FutureScene / Avatar

Stronger scene assembly plus Avatar hair, clothing, armor, creature parts, pose/export, and deeper character production workflows.

FutureMedia

More reliable capture/edit round trips, stronger performance, broader platform/device coverage, and production-polish across Audio, Video, and Capture.

FutureCommunity

Messaging/performance work, the dedicated Community GUI/UX redesign, real network validation, and later opt-in collaboration/streaming features.

FutureDocumentation

Keep every editor’s feature list, changelog, tutorials, diagnostics guidance, and cross-editor workflows synchronized as NHUE evolves.

Road to 1.0

A full game-development environment inside Unity.

NHUE is already much more than one editor window. The road to 1.0 is about strengthening the current systems, making them work together cleanly, removing old architecture, validating real-world workflows, and turning the individual editors into one dependable Unified Editor.