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.
The roadmap now matches what NHUE has actually become.
The old roadmap heavily emphasized 3D and terrain because those systems grew first. The current build now has mature media editors, Global Capture, a large Community system, integrated documentation, deeper Resource/Scene workflows, Auto Rig/Auto Skin, animation retarget/export, and much more.
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.
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.
Continue polishing Mesh2 modeling, Surface Forge, import/export, rig validation, animation delivery, procedural output, and performance on a wider range of production assets.
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 WorkspaceMenu bar, transform toolbar, viewport, and right-side Modify/Create/Pivot/M.D.O/Diag tabs.
Viewport3
- CurrentViewport NavigationOrbit, pan, zoom, frame selected/all, and reset-camera workflows.
- CurrentView and Debug ModesShaded/wireframe, grid/scene-list visibility, debug render modes, and Screenshot Mode.
- CurrentView LightingPreview-light controls including Front Light and Reset Lighting.
Scene3
- CurrentScene HierarchyHierarchical scene-object selection, parenting, visibility, freeze, and tree context actions.
- CurrentObject ActionsClone, rename, frame, properties, and delete workflows.
- CurrentVisibility / Freeze / IsolateHide, unhide, freeze, unfreeze, isolate, and end-isolate object workflows.
Selection3
- CurrentObject SelectionViewport/hierarchy object selection and active-object ownership.
- CurrentVertex / Edge / Face / Poly SelectionMode-aware component selection for editable geometry.
- CurrentRectangle / Lasso Region SelectionTool-agnostic region selection with add/remove/crossing/backface options.
Transform5
- CurrentSelect / Move / Rotate / ScaleCore transform tools and Universal Gizmo target workflow.
- CurrentWorld / Local / View SpaceTransform-axis orientation controls and X shortcut cycle.
- CurrentSelection / Pivot / Individual CenterTransform-center ownership and Insert shortcut cycle.
- CurrentLive Transform Type-InRight-click Move/Rotate/Scale for numeric transform entry.
- CurrentSnapping and Surface AlignmentMove/rotate/scale increments plus grid, vertex, pivot, face, edge-midpoint, surface-align and face-match options.
Pivot3
- CurrentAffect Pivot OnlyEdit object pivot position/orientation through the Universal Gizmo without treating it as an ordinary object transform.
- CurrentWorking PivotTemporary world-space pivot/reference with viewport placement and surface alignment.
- CurrentApply TransformExplicit transform-application workflow for selected objects.
Editable Mesh3
- CurrentEditable Mesh 2Native current editable-mesh component selection/transform/modeling foundation.
- CurrentModify PanelObject information, selection, hierarchy, attach/detach, materials/smoothing and mode-specific modeling rollouts.
- CurrentCore Modeling ToolsCut, Slice Plane, Edge/Vertex Slide, collapse/planar/shrink-fatten/recalculate-normal fundamentals.
Create3
- CurrentStandard PrimitivesBox, Sphere, Cylinder, Plane, Cone, Torus, GeoSphere, Pyramid, and Tube creation.
- CurrentExtended PrimitivesChamfered and extended primitive family including Capsule, Oil Tank, Spindle, Prism, Gengon, Hedra, RingWave, and Torus Knot.
- CurrentCreate WorkflowCreate tab category selection, keyboard placement, preview/drag creation, and editable conversion.
Files2
- CurrentNHUE 3D SessionsNew/Clear/Load/Save .nh session workflow with remembered save state.
- CurrentMesh / Prefab Save TargetsSave mesh assets, apply saved mesh assets, and save prefabs from the 3D File menu.
Help4
- CurrentCore 3D ShortcutsViewport navigation, transform, mode switching, frame, and delete shortcuts.
- CurrentCustomize Viewport / OverlaysDedicated 3D customization window for overlay/viewport presentation settings.
- Current3D DiagnosticsReadiness, transform/pivot/selection, viewport, Mesh2 and performance diagnostics.
- CurrentOpen Global CaptureNavigate from 3D Help to the separate Global Capture application.
Advanced Modeling7
- CurrentMesh2 Vertex ToolsWeld, target-weld, isolated-vertex cleanup and vertex-specific 2.0 workflows.
- CurrentMesh2 Edge ToolsLoop/ring/border selection plus connect, bridge, cap, make-face, turn-edge and slide workflows.
- CurrentMesh2 Face / Poly ToolsDuplicate, normal, connected/grow/shrink selection and face cleanup tools.
- CurrentExtrude / Inset / BevelCurrent region/individual face and edge bevel/inset/extrude operations.
- CurrentDissolve / Delete / CleanupDissolve, loose-geometry deletion and topology cleanup.
- CurrentAttach / DetachAttach selected/picked objects and detach selected faces.
- CurrentSmoothing and RepairSmoothing groups, normal repair and topology cleanup helpers.
Boolean2
- CurrentBoolean OperationsDifference, Union, Intersect, Slice, Merge, Attach, Insert, Imprint and Cookie Cut workflows.
- CurrentBoolean ModifierNon-destructive Mesh2 Boolean evaluation inside the modifier stack.
Modifiers6
- CurrentModifier Stack / PresetsOrdered non-destructive M.D.O modifier stack and preset/editor tools.
- CurrentDeform ModifiersBend, Twist, Taper, Noise, Push, Skew, Smooth, Spherify, Displace, Relax, Shrinkwrap, XForm and FFD Box.
- CurrentMesh ModifiersSymmetry, Weld, Shell and TurboSmooth topology/evaluation modifiers.
- CurrentGreeble / Panelize ModifierProcedural panel and greeble detail generation.
- CurrentLOD Editor ModifierModifier-driven mesh reduction/LOD workflows.
- CurrentUVW Map / Weighted NormalsNon-destructive UV projection/transform and shading-normal cleanup.
Geometry Nodes5
- CurrentGeometry NodesProcedural geometry graph attached to the selected 3D object.
- CurrentGeometry Nodes EditorNode canvas, links, node add/edit, view controls and group operations.
- CurrentGraph Controls and PresetsExposed controls, graph-control presets, built-in graph presets and groups.
- CurrentGeometry Nodes Preview / DataPreview selection/debug modes, Geometry Data View and readiness diagnostics.
- CurrentGeometry Nodes Bake / ExportDuplicate evaluated result, export mesh asset, or bake to base Mesh2.
Surface Forge7
- CurrentSurface ForgeDedicated UV/surface editing workspace.
- CurrentUV Projection / EditingProject From View and direct UV editing workflows.
- CurrentSeams / Pins / IslandsSeam, pin, island, material and zone organization.
- CurrentUnwrap Modes / SolversSeam, solver, pelt/peel, quad strip and other unwrap modes.
- CurrentCharacter / Mechanical UnwrapCharacter source/connectivity workflows and Mechanical Atlas.
- CurrentUDIM / Packing / RelaxPacking, UDIM layout, relax/stretch and heatmap workflows.
- CurrentSurface Forge DiagnosticsSurface/UV readiness and diagnostics.
Voxel3
- CurrentVoxel EditingVoxel selection/edit mode and voxel-grid-backed editing.
- CurrentVoxel Block / Terrain CreationVoxel Block and Voxel Terrain presets/grid creation.
- CurrentVoxWalk SettingsDedicated VoxWalk target/settings workflow.
Procedural Create4
- CurrentProcedural Ramps / TracksRamp and track generators including loops, curves, tunnel and speedway forms.
- CurrentProcedural VehiclesRace Car, Pickup Truck and Monster Truck generators.
- CurrentModular SkyscraperLarge configurable building generator with footprint, facade, roof and detail systems.
- CurrentSpaceship GeneratorProcedural Box/Cylinder-Hybrid spacecraft with panels, windows, hangars, lights and exhaust.
Materials2
- CurrentMaterial EditorMaterial creation, library, swatches, shader properties and assignment.
- CurrentMaterial Slots / UV TransformPer-slot assignment, face selection and tile/offset/rotation controls.
Import / Export2
- CurrentMesh ImportOBJ, STL, PLY, glTF, GLB, Ogre mesh and project Mesh/Model Asset loading.
- CurrentMesh ExportOBJ, STL, PLY, glTF, GLB and FBX selected/scene export routes.
Rigging & Animation4
- CurrentGenerated Humanoid Auto RigGuided humanoid rig creation from model preparation through body/hand/foot guides and persistent NHUE skeleton generation.
- CurrentAuto Skin and Test RigGenerate the initial support-aware skin, pose/test deformation, refine weights, and validate rig/skin readiness before export.
- CurrentPre-Export Humanoid Animation TestLoad animation FBX in Test Rig, preview the corrected source-pose retarget, and verify motion before export.
- CurrentHumanoid Model and Corrected Animation ExportExport the Humanoid model once, then create reusable corrected true-Humanoid .anim clips for normal Animator playback.
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.
Preserve the strong Normal Map workflow while continuing IE2 polish, effect performance, texture-set usability, and cleaner handoff to the rest of NHUE.
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 WorkspaceWord menus, document tabs, tool strip, canvas, and right-side editing panels.
Documents5
- CurrentMulti-Document TabsOpen, activate, cycle, save, and close multiple image documents in one Image Editor workspace.
- CurrentNew / Open ImagesCreate images up to 4096×4096, open supported image files, or open the selected Unity texture.
- CurrentSave / Save As / Save Into AssetsSave the current image, save under a new path, write PNG into Assets, save all tabs, or revert to disk.
- CurrentRAW / R16 / R32 I/OImport/export headerless height-like image data with explicit dimensions, sample format, byte order, flip, and normalization controls.
- CurrentGlobal Capture Round-TripReturn an edited PNG to a linked Global Capture session without overwriting the original handoff source.
Canvas & Editing2
- CurrentCanvas Zoom / Fit / PanNavigate the active image with Fit, 1:1, per-document pan/zoom, and transparency background.
- CurrentUndo / Redo / ClipboardDocument history, repeat-last, cut/copy/copy-merged, paste-to-layer, and paste-to-new-image workflows.
Tools5
- CurrentBrush / EraserDirect pixel painting with presets, size, opacity, flow, hardness, and spacing.
- CurrentClone / Smudge / Blur / Sharpen BrushesRetouch image pixels with sampled clone painting and strength-controlled smudge/blur/sharpen brushes.
- CurrentFill / EyedropperFlood fill with tolerance/contiguous options and sample colors from the active or merged image.
- CurrentGradient and Shape ToolsCreate linear/radial gradients plus line, rectangle, and oval shapes.
- CurrentText ToolCreate and edit styled text-layer content with in-canvas typing and resize/move handles.
Selections2
- CurrentRectangle / Ellipse SelectionsBuild Replace/Add/Subtract/Intersect selection masks and use Select All, Deselect, Invert, and crop workflows.
- CurrentQuick MaskVisualize the current selection mask over the image for easier inspection.
Layers2
- CurrentLayer ManagementCreate, duplicate, delete, reorder, merge, flatten, rename, show/hide, lock, and alpha-lock layers.
- CurrentLayer Blend ModesComposite layers using Normal, Multiply, Screen, Overlay, Add, Subtract, Darken, and Lighten plus opacity.
Image2
- CurrentImage Transform / Canvas OperationsRotate, free-rotate, resize, resize canvas, add borders, crop, mirror, flip, and inspect image information.
- CurrentGrayscale / NegativeApply the current direct Grayscale and Negative Image operations.
Adjust2
- CurrentColor / Tone AdjustmentsChannel, balance, curves, levels, gamma, local tone, HSL, vibrancy, posterize, threshold, and related corrections.
- CurrentNoise / Blur / Sharpen / SoftnessDepth of field, noise tools, blur families, sharpening, unsharp mask, soften, and soft focus.
Effects5
- CurrentBefore / After Effect WorkflowUse synchronized previews, Preview on image, Reset, Apply, Cancel, bounded preview processing, and Repeat Last.
- CurrentPhoto / 3D / Art Media EffectsPhoto looks, bevel/shadow/chisel tools, and pencil/chalk/charcoal/brush-stroke stylization.
- CurrentArtistic / Distortion EffectsHalftone, chrome, neon, topography, displacement, lens, ripple, twirl, warp, wave, wind, and related effects.
- CurrentEdge / Geometric / Illumination EffectsEdge detection/morphology, geometric reshaping, Lights, and Sunburst.
- CurrentImage / Reflection / Texture EffectsOffset, Page Curl, Seamless Tiling, reflection patterns, emboss, mosaics, surface textures, and more.
Material Maps2
- CurrentNormal Map / Material Map GeneratorGenerate Normal, Displacement, AO, Specular, Smoothness, Roughness, Cavity, Curvature, Edge Wear, Emission, Smart Height, and Diffuse outputs.
- CurrentMaterial Pack LabPack source/generated maps into engine-oriented RGBA/channel textures such as HDRP Mask Map, ORM/ORMH, terrain packs, and other profiles.
Help1
- CurrentKeyboard MapSearch/filter Image Editor shortcuts and distinguish Live bindings from Placeholder or Planned bindings.
Diagnostics1
- CurrentDiagnostics / PerformanceCopy Image Editor diagnostics, reset counters, and inspect effect/image-open performance context.
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.
Continue strengthening prefab/resource authoring, material-owner preview, large-project responsiveness, nested resources, and Resource ↔ Community transfer/import polish.
Deeper resource construction, stronger project-management tools, more creator-oriented providers, and the future visual Game UI Builder.
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.
Full Current Feature Inventory31 documented items
Workspace7
- CurrentResource Editor WorkspaceThree-panel NHUE resource workspace with word menus, resource navigation, provider workspace, hierarchy/properties, and shared inspection.
- CurrentResource Tree & SearchNavigate the Assets tree with search, type filters, bounded results, safe folder expansion, and persisted tree state.
- CurrentResource Context ActionsOpen/select, rename, ping, reveal, refresh, and scoped folder expand/collapse actions from the resource tree.
- CurrentResource CreationCreate folders and empty prefab assets from the resource tree while keeping AssetDatabase ownership in the Resource Editor.
- CurrentProject Sync & Asset ActionsPing, reveal, refresh, sync from Unity project selection, and keep Resource Editor selection aligned with asset routes.
- CurrentLarge Viewport & Screenshot ModesMaximize or immerse the preview, hide side/tool panels, use screenshot view mode, copy a viewport screenshot, and restore the default layout.
- CurrentResource Editor OptionsPersist hierarchy, selection, preview, transform, material-owner, and delete-confirmation preferences in EditorPrefs.
Providers6
- CurrentProvider-Driven Resource WorkspacesRoute the selected asset through dedicated Folder, Brush, Texture, Material, Prefab, Model, Script, ScriptableObject, Text Asset, or fallback providers.
- CurrentTexture / RAW / Brush PreviewInspect 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 TexturesPreview 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 ConversionPreview protected model assets and create an editable prefab copy when hierarchy/component editing is needed.
- CurrentScript / Text / Data WorkspacesRead bounded script/text excerpts and inspect ScriptableObject data through dedicated resource providers.
- CurrentAudioClip & Generic PreviewUse 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 WorkspacePreview prefab renderers, FX, lights, cameras, audio helpers, animation choices, linked materials, and active edit-target ownership.
- CurrentView / Edit ModeKeep resource browsing and inspection read-safe in View Mode, then enter Edit Mode only for providers that explicitly support editing.
- CurrentPrefab Save / Apply / Revert SessionEdit 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 SelectionSynchronize hierarchy rows, viewport picks, active edit target, multi-selection, framing, and the Universal Inspector to the same live prefab targets.
- CurrentCreate Empty ObjectsCreate empty roots, children, and parents inside the active prefab edit session through the existing prefab command controller.
- CurrentPrefab Object CommandsCopy, paste, duplicate, rename, delete, reset transforms, and frame selected prefab objects through the shared command route.
- CurrentGrouping, Visibility & Active StateAuto-group or ungroup selected prefab objects, hide/show them, unhide previous/all hidden targets, and toggle GameObject active state.
Components2
- CurrentComponent CommandsAdd common Scene/Rendering/Physics/Animation components and remove, enable/disable, reset, copy, or paste component values on the selected live prefab object.
- CurrentUniversal Inspector IntegrationInspect and edit the authoritative live prefab target through NHUE Universal Inspector while Resource Editor enforces View/Edit ownership and dirty tracking.
Transform2
- CurrentLive Transform StripMove, rotate, or scale the current live prefab target/group with the Resource Editor preview gizmo and optional live transform strip.
- CurrentTransform Type-In & Quick StepsApply absolute/offset move, rotate, and scale values plus quick axis, step, reset, uniform-scale, copy, and paste helpers.
Preview3
- CurrentPreview Camera & FramingFrame selection or preview, reset the camera, and switch preview wireframe without mutating the resource asset.
- Current3D Preview View & Lighting SettingsControl preview yaw/pitch/zoom plus light yaw/height/intensity/color, ambient color, front light, and reset/use-current-view actions.
- CurrentLive Preview & AnimationToggle/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 DiagnosticsOpen, refresh, copy, and inspect bounded Resource Editor diagnostic snapshots for routing, preview/session, selection, component, and performance state.
Integration2
- CurrentGlobal Capture NavigationOpen Global Capture or its Recording Library from Resource Editor menus without duplicating capture ownership.
- CurrentCross-Editor Asset HandoffsAccept existing Scene Editor, Audio Editor, and Global Capture asset-open routes through Resource Editor selection/preview ownership.
Workflow1
- CurrentResource Editor ShortcutsUse 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 handoffSource-backed workflow present in the current NHUE build.
- CurrentResource handoff draft/staging serviceSource-backed workflow present in the current NHUE build.
- CurrentRecursive folder/resource manifest builderSource-backed workflow present in the current NHUE build.
- CurrentResource handoff tree presentationSource-backed workflow present in the current NHUE build.
- CurrentComposer resource-tree expansion stateSource-backed workflow present in the current NHUE build.
- CurrentResource message publishingSource-backed workflow present in the current NHUE build.
- CurrentDistributed resource acquisitionSource-backed workflow present in the current NHUE build.
- Current.nhueresource bundle formatSource-backed workflow present in the current NHUE build.
- CurrentResource handoff publication serviceSource-backed workflow present in the current NHUE build.
- CurrentResource handoff acquisition serviceSource-backed workflow present in the current NHUE build.
- CurrentResource Editor inbound handoff inboxSource-backed workflow present in the current NHUE build.
- CurrentCommunity → Resource Editor handoffSource-backed workflow present in the current NHUE build.
- CurrentResource Editor import serviceSource-backed workflow present in the current NHUE build.
- CurrentUnity GUID inspection/preservation safetySource-backed workflow present in the current NHUE build.
- CurrentImport collision preview/safetySource-backed workflow present in the current NHUE build.
- CurrentBounded resource import/applicationSource-backed workflow present in the current NHUE build.
- CurrentResource handoff status recordsSource-backed workflow present in the current NHUE build.
- CurrentResource handoff notificationsSource-backed workflow present in the current NHUE build.
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.
Improve scene assembly, hierarchy/inspector workflows, project placement, terrain handling, performance, and cross-editor integration.
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 WorkspaceUse the viewport, menu bar, Hierarchy, Inspector, and Workspace panels as one scene-building environment.
- CurrentDocking and TabsResize the right dock, rearrange panel space, and restore Hierarchy/Inspector/Project/Create/Tools tabs when needed.
- CurrentFullscreen and Viewport LayoutsFocus on the viewport with Fullscreen Scene View, Maximize Viewport, Immersive Mode, and panel visibility controls.
- CurrentHover Expand PanelsTemporarily enlarge Hierarchy, Inspector, or Workspace when hovering over the dock.
Scene Editing4
- CurrentScene File WorkflowCreate, open, save, and save-as scenes, and save changed project assets.
- CurrentUndo and RedoUse Unity Undo/Redo for supported Scene Editor edits.
- CurrentSelection and FramingSelect scene objects, move to parent/child targets, and frame selected/all content.
- CurrentObject EditingDuplicate, delete, rename, and create parent/child objects through shared Scene Editor commands.
Viewport5
- CurrentViewport NavigationFly, orbit, pan, zoom, and move through the Scene Editor viewport.
- CurrentViewport DisplaySwitch Lit/Unlit/Wireframe modes and control HDR, MSAA, gizmos, selection highlight, stats, and header visibility.
- CurrentScene GridShow the grid and axis lines and adjust Scene Editor grid options.
- CurrentViewport ScreenshotsCopy the current viewport to the clipboard and use Clean Screenshot Mode for a cleaner capture.
- CurrentScene Camera SettingsAdjust Scene Editor viewport navigation, camera, clipping, and reset preferences.
Hierarchy5
- CurrentHierarchy EditingSelect, expand, rename, reparent, and organize loaded scene objects.
- CurrentHierarchy Search and FiltersFilter by name, type, or visible/hidden/locked/frozen scene state.
- CurrentLock and FreezeProtect selected objects from Scene Editor editing and clear protection when needed.
- CurrentVisibility and IsolationHide, show, unhide, or isolate scene objects through shared visibility commands.
- CurrentHierarchy Context CommandsUse object/root context menus for creation, parenting, rename, duplicate, delete, and protection actions.
Create7
- CurrentGeometry CreationCreate Cube, Sphere, Capsule, Cylinder, Plane, and Quad objects.
- CurrentLights and ProbesCreate directional, point, spot, area lights and available probe objects.
- CurrentCamera CreationCreate a Camera or Camera at View.
- CurrentAudio Scene ObjectsCreate Audio Source and Audio Reverb Zone scene objects.
- CurrentVFX Scene ObjectsCreate particle, line, trail, and package-available Visual Effect objects.
- CurrentHelpers, Gameplay, and Prefab PlacementCreate empty/helper/gameplay marker objects and place compatible selected prefabs/assets.
- CurrentText, Terrain, and World ObjectsCreate text entries, Terrain/Tree/Wind Zone, and other current world-oriented creation routes.
Components1
- CurrentAdd Component MenuAdd common rendering, physics, camera/light, audio, effects, UI/text, and world components to an editable scene object.
Inspector1
- CurrentScene InspectorInspect and edit the selected GameObject/components with lock/freeze protection and scene synchronization.
Transform1
- CurrentUniversal GizmoMove, rotate, and scale the selected scene object through NHUE’s shared gizmo.
Project4
- CurrentProject PanelSync, ping, reveal, and manage the Scene Editor project-list cache.
- CurrentProject Browser and SearchBrowse/search project content with root/expand controls and cached listing.
- CurrentAsset ActionsRefresh project assets, reveal Assets in Explorer, and ping the current Unity selection.
- CurrentAsset Placement and HandoffsDrag/place supported assets and hand compatible resources/audio/capture work to the owning NHUE editor.
Terrain5
- CurrentTerrain Inspector and SettingsEdit TerrainData, render/quality values, materials, resolutions, collider settings, and quick terrain utilities.
- CurrentNeighbor TerrainsCreate adjacent terrains and reconnect terrain relationships.
- CurrentTerrain Height UtilitiesImport RAW, flatten, normalize, and smooth terrain height data through the working utility path.
- CurrentTerrain Tree and Detail PrototypesAdd/remove tree, texture-detail, and mesh-detail prototypes while viewport brush placement remains reserved.
- CurrentRAW Terrain ImportDecode 8/16/32-bit RAW heightmaps with size, byte-order, flip, normalize, and target-resolution controls.
Tools2
- CurrentScene ToolsUse the consolidated Selection, Object, Lock/Freeze, and Visibility command groups.
- CurrentViewport Backend ModesChoose Auto, CPU, or GPU viewport backend behavior with safe fallback.
Diagnostics4
- CurrentScene IconsShow scene icons and configure per-icon visibility/size through the Icon Manager.
- CurrentDiagnostics and CaptureRun bounded diagnostics captures, lazy reports, Profiler/Frame Debugger helpers, and report-copy actions.
- CurrentLarge-Scene Performance ControlsUse safe-mode, GPU preview/proxy, hierarchy virtualization, and super-scene diagnostic controls for demanding scenes.
- CurrentDebug and ConsolesUse the Debug Drawer, Error Console, and Command Console for Scene Editor troubleshooting.
Integration2
- CurrentCross-Editor IntegrationsHand resource, audio, and capture workflows to Resource Editor, Audio Editor, and Global Capture where current source supports it.
- CurrentKeyboard ShortcutsUse Scene Editor hotkeys for framing, duplicate/delete, screenshots, diagnostics, and viewport movement.
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.
Continue body/head coverage, source-mesh handling, zone placement, texturing, save/load behavior, builder reliability, and viewport polish.
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 WorkspaceTop menus, work tabs, Avatar Library, preview, and active right-side workflow panel.
- Current3D Avatar PreviewCamera presets, focus targets, Grid/Wire/Measurements, zone/guide overlays, and viewport editing.
- CurrentAvatar Library and Base SelectionCurrent base/template choices, future asset areas, and active mesh summary.
Files & Builder4
- Current.nhavatar Save / LoadSelf-contained full-body avatar save/load including embedded custom geometry payload and avatar metadata.
- CurrentSource Mesh ImportNative OBJ intake plus Read/Write-safe Unity model fallback copied into Avatar-owned writable meshes.
- CurrentAvatar BuilderAnalyze sources, build active custom bodies, verify self-contained avatars, and inspect builder/template reports.
- CurrentAvatar Asset Format RegistryCurrent .nhavatar plus planned hair/clothing/armor/footwear/handwear/body-part format direction.
Body7
- CurrentBody Core and ScaleHeight/core proportions, adult scale presets, Human Defaults, symmetry, smooth normals, and active body source.
- CurrentBody Shape and MeasurementsBody-shape, live measurement, torso, waist/hip, and proportion controls.
- CurrentDetailed Body SectionsChest/bust, arms, hands/fingers, legs, feet, and section reset/rebuild workflow.
- CurrentSlider Search and Stable IDsSearch the current registry section, copy stable slider IDs, and reset the current section.
- CurrentSlider TuningGlobal/per-slider tuning controls and tuning diagnostics.
- CurrentAvatar Randomization and ResetsRandomize current/body/head/all slider groups and reset body/head/current sections.
- CurrentAvatar Undo / RedoAvatar-owned snapshot history for supported slider, zone, tuning, and load operations.
Head & Face1
- CurrentHead / Face SlidersLive neutral-shape editing for head, brow, eyes, nose, mouth, ears, jaw/chin, and cheeks.
Zones5
- CurrentDeformation Influence ZonesBody/face deformation regions, viewport overlays/editing, copy/paste, reset, and Unity +Z-forward alignment.
- Current.nhzone Layout FilesPortable deformation-zone and guided-landmark layout save/load plus quick editor-session persistence.
- CurrentAuto Place ZonesMesh analysis and automatic deformation-zone placement as a starting point for manual correction.
- CurrentGuided LandmarksEstimated/editable anatomical landmarks, pair mirroring, viewport editing, and Guided Auto Place.
- CurrentZone Teaching ReportsCompare automatic placement against corrected zones to produce future scanner-tuning evidence.
Texturing8
- CurrentSkin ProfileSkin ramp, color, melanin, warmth, redness, roughness, pores, subsurface, variation, and fantasy tint metadata.
- CurrentTexture RegionsBuilt-in visual regions with ramp/color/material/source metadata.
- CurrentTexture ZonesBody-space placement of texture regions with overlays, mirror/lock/falloff/opacity, and viewport editing.
- CurrentAvatar Preview BakeBody-space/UV preview texture generation with separate drag/full resolutions and bake diagnostics.
- CurrentEye Profile MetadataIris/pupil/sclera/limbal/wetness/clearcoat metadata for the planned procedural-eye output.
- CurrentMaterial SlotsImported/built-in material slot metadata, preview color, skin-ramp assignment, and texture-reference state.
- CurrentBody-Part Material AssignmentsMap avatar body parts to material slots/regions and choose imported material or skin-ramp behavior.
- CurrentTexturing DiagnosticsFull texturing reports, preview-bake/repaint counters, metadata reset, and zone-mask reports.
Integration1
- CurrentOpen Global CaptureSwitch from Avatar Editor to the standalone Global Capture application without duplicating capture ownership.
Diagnostics1
- CurrentAvatar DiagnosticsState, performance, asset-format, deformer/template, slider, zone, builder, and texturing reports.
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.
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.
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 WorkspaceMulti-document terrain workspace with menu bar, toolbar, derived-map tabs, right-side panels, and status bar.
- CurrentHeight Map DocumentsCreate, switch, and close independent height-map documents.
- CurrentImage / Texture Heightmap I/OLoad from disk, Image Editor, or selected Unity textures and save height/derived maps.
- CurrentRAW / R16 / R32 I/OImport/export headerless terrain height data with explicit dimensions, depth, byte order, and flip controls.
Editing4
- Current2D / 3D Terrain PreviewGrayscale/split/relief/shader views, derived-map tabs, overlays, zoom/fit, 3D preview, and wireframe.
- CurrentHeight Brushes and Terrain StampsPaint, raise/lower, smooth, flatten, stamp terrain, sample height, and tune brush/stamp behavior.
- CurrentHeightfield OperationsNormalize, invert, blur, smooth, levels/contrast, clamp, and reset the active heightfield.
- CurrentBasic Colormap WorkflowGenerate layered terrain color from ramps with height/slope masks and optional relief blend.
Terrain Maps1
- CurrentNormal / Light / Occlusion / Spec-Metal MapsGenerate supporting surface maps from the current or imported height source and send/save the outputs.
Generator5
- CurrentHeight Map GeneratorProcedural terrain generation workspace with General, Graph, Filter, Isolines, and Diagnostics tabs.
- CurrentGenerator Presets and SystemsClassic presets, Terrain Graph profiles, NHUE Standalone Terrain profiles/base shapes, and .nhgm presets.
- CurrentGenerator Overlay Layer StackBlend up to multiple procedural overlay layers with per-layer scale/macro/detail/warp/strength/mask controls.
- CurrentGenerator Source Terrain / ProtectionUse an existing source terrain while procedurally layering or protecting landform structure.
- CurrentTerrain GraphCreate, inspect, preview, save, and load graph-backed procedural terrain using generator/combiner/modifier/selector/transform modules.
Filters4
- CurrentTerrain Filter StackOrdered terrain filters with enable/change/reorder, strength/blend/presets, typed parameters, and shared gating.
- CurrentTerrain Filter CatalogGeneral forming, erosion/inverse erosion, noise, selected noise, terrain-shape, terrace, and special filters.
- CurrentTerrain Signals and GatingTarget ridges, valleys, flow, basin, relief, curvature, elevation, noise, channels, and other analysis signals.
- CurrentGenerator DiagnosticsInspect generation path, output statistics, timings, warnings, control deltas, and preset scans.
Terrain Analysis3
- CurrentTerrain Analysis MasksAnalyze height data into raw and composite terrain masks.
- CurrentTAM Analysis ControlsTune feature/local radius, slope/roughness/curvature, ridge/valley, basin, plateau, and transition analysis.
- CurrentTAM Sessions / Export / AMG HandoffSave/load .nhtam sessions, export masks, and exchange source terrain with AMG.
Alpha Masks6
- CurrentAlpha Mask GeneratorGenerate terrain-layer masks from height/TAM analysis data.
- CurrentAMG Source / TAM HandoffLoad image/RAW/texture/stamp/live terrain sources and exchange sources with TAM.
- CurrentAMG Terrain AnalysisTune analysis values used to derive alpha-mask layers.
- CurrentAMG Terrain ProfilesApply built-in terrain-family profiles or create/manage user profiles.
- CurrentAMG Layer RefinementBrightness/contrast/blur, normalization, invert, threshold, remap, clamp, and grow/shrink per mask layer.
- CurrentAMG Packed RGBA / Workspace / ExportBuild packed RGBA outputs, templates, normalization, bundles, and .nhamg workspace files.
Color Ramps5
- CurrentGradient Ramp EditorLayer image/editable gradients by height/slope and generate/save terrain colormaps.
- CurrentEditable Gradient 2Edit gradient stops, randomize/reverse/space them, manage presets, and return the draft to GRE.
- CurrentGRE Relief PreviewPreview and export shaded relief with profile, lighting, detail, layer-order, and greyscale controls.
- CurrentRamp BrowserBrowse/preview image ramps, assign them to layers, and convert them to EG2 drafts.
- CurrentRamp DiagnosticsInspect ramp assets and GRE relief/editor state.
Final Terrain7
- CurrentFinal Terrain PackageAssemble terrain height/maps/material layers for preview, .nhterrain reuse, runtime materials, and native Unity Terrain prefab delivery.
- CurrentTerrain Material LayersBase/alpha layers, packed detail maps, height blending, anti-tiling, global normals, color variation, and emission.
- CurrentPreview Fly / Walk / Chunked LODInteractive terrain inspection with viewer navigation, high-grid safety, LOD/seam controls, sky/sun, and clipboard screenshot.
- CurrentTerrain Prefab ExportExport the current FTP setup as a validated native Unity Terrain prefab with persistent TerrainData, material, and required texture sidecars.
- CurrentRuntime Material WorkflowSave/load .nhterrain and create/update/ping runtime terrain materials and shader.
- CurrentTerrain Presets and Quality HelpersSave/load .nhtp, browse/rebuild the preset library, generate/retune ramps, and switch preview quality helpers.
- CurrentTexture PackerBuild NHUE packed Mask/Spec textures and extract/merge/swap/invert channels.
Diagnostics1
- CurrentHeight Map DiagnosticsMain/module and subsystem reports for generator, ramps, package, and runtime counters.
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.
Continue reliability, recording/device coverage, game-audio prep, analysis, long-form safety, export polish, and tighter media/resource handoff.
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 WorkspaceTrack Panel, timeline, status, menus, theme, and view controls.
- CurrentTimeline and NavigationZoom, fit, grid, context commands, alignment, and time navigation.
- CurrentWaveform DisplayCached waveform previews and waveform-only track display.
- CurrentSpectrogram Track DisplaySpectrogram and combined waveform/spectrogram views with multiple frequency scales.
Project & Editing13
- Current.nhaudio Project FilesCreate, open, save, save-as, close, and compatibility workflow for editable projects.
- CurrentUnsaved Project SafetyBlocks project replacement/close when dirty work has not been handled.
- CurrentUndo and RedoBounded Audio Editor command history for supported edits.
- CurrentCut, Copy, and PasteAudio clipboard editing with focused-control shortcut safety.
- CurrentClip EditingSplit, trim, duplicate, nudge, join, merge, delete, silence, and fade controls.
- CurrentRipple DeleteDelete selected material and close resulting timeline gaps.
- CurrentSilence CleanupSplit at silences, trim silent edges, and remove silence while closing gaps.
- CurrentSelection and Cursor NavigationTrack, clip, time, frequency, and cursor selection commands.
- CurrentMarkers, Regions, and CuesMarkers, regions, export cues, loop cues, and marker navigation.
- CurrentClip GroupsGroup and ungroup related clips for editing and game-audio workflows.
- CurrentTimeline SnapSnap to grid, clip edges, playhead, selection edges, and markers.
- CurrentZero-Crossing AssistMove or adjust edit boundaries toward nearby zero crossings.
- CurrentLoop Range HelperSet, preview, analyze, fade, and clear the current loop range.
Tracks & Mixer5
- CurrentTrack ManagementMono, stereo, label, mute, solo, gain, pan, order, duplicate, remove, and height controls.
- CurrentTrack MixerFocused track mute/solo/gain/pan window.
- CurrentMixdown and RenderPreview the project mix or render selected/project tracks to a new track.
- CurrentProject Rate and Track ResampleChange project rate separately from explicit track resampling.
- CurrentPitch and TempoChange pitch while preserving duration or tempo while targeting preserved pitch.
Playback2
- CurrentPlayback and Loop PlayPlay, stop, pause, resume, seek, project-edge navigation, and loop playback.
- CurrentLevel MetersMonitor/reset level evidence for playback, mix, and recording checks.
Recording15
- CurrentMicrophone RecordingRecord microphone input through the existing Audio Editor capture path.
- Platform-SpecificSystem Output RecordingCapture the active Windows speaker/output endpoint.
- CurrentRecording Device SelectionRefresh/select microphone or output devices and open Audio Device Settings.
- CurrentRecording Format and Channel PolicyRequested sample rate, mono/stereo compatibility, and native output channel policy.
- CurrentInput Monitoring and LatencyPre-record meters, microphone monitoring, compensation, and monitor safety delay.
- CurrentInput and Recording SafetyClipping evidence, session evidence, stress/large-project checks, and maximum-take guards.
- CurrentRecord Target PolicyRecord to the current track or a new track with start-time ownership frozen at record start.
- CurrentPunch RecordingTime-selection punch capture with layered/replace commit and crossfade controls.
- CurrentCount-In and Pre-RollFixed lead-in/count-in timing including punch lead-in reuse.
- CurrentScheduled RecordingArm or cancel timed recording through the accepted recording workflow.
- CurrentMulti-Take RecordingTake sets, selection, audition, and preferred-take workflow.
- CurrentVoice Takes WorkflowPrepare 48 kHz mono microphone takes and reuse voice final-prep/export-ready helpers.
- CurrentRecording Presets and Slate NamingSession presets, naming profiles, slate sources, and optional take/date/time stamps.
- CurrentLong-Form Storage and RecoveryMemory/disk-backed capture, storage validation, preserved destinations, and recovery.
- CurrentSound-Activated System-Output RecordingActivation threshold, attack, release hold, and automatic hysteresis for system-output gating.
Effects3
- CurrentBasic EffectsAmplify, normalize, fades, reverse, invert, and the shared effect history path.
- CurrentEQ and Profile Noise CleanupAdvanced EQ plus learned-profile noise reduction with preview/apply.
- CurrentGame Audio Effects and Voice ToolsTone, dynamics, pitch/speed, reverb/space, cleanup, and game-polish presets.
Game Audio7
- CurrentLoop and Ambience PrepSeamless loops, ambience crossfades, tails, layers, and export readiness.
- CurrentOne-Shot and SFX PrepOne-shot, footstep, impact/weapon, and UI-sound cleanup helpers.
- CurrentVoice Line PrepVoice cleanup, final prep, dialogue batch work, cues, and export readiness.
- CurrentBatch Game-Audio PrepBatch fades, normalize/peak guard, loop prep, presets, and export cues.
- CurrentLayered Game SFXBuild, pattern, align, group, cue, render, and analyze layered SFX.
- CurrentSFX Variation and Gain/Pan PolishTiming spread, variant marking, gain spread, pan spread, and readiness.
- CurrentVariant Sets and SFX PacksBuild named variant sets and export-oriented SFX packs.
Analysis6
- CurrentCore Audio AnalysisClipping, loudness, general analysis, and quality reports.
- CurrentSpectrum PlotFrequency-domain spectrum preview and plot window.
- CurrentFrequency SelectionFrequency and time-frequency selection tools for analysis.
- CurrentPeak / RMS HistoryView level history across the selected material.
- CurrentNoise Profile AnalysisLearn a spectral background-noise profile from a highlighted range.
- CurrentLoop AnalysisSeam, frequency, spectral-stability, tonal-continuity, and synthesis checks.
Generate1
- CurrentAudio GeneratorsSilence, tone, noise, chirp, DTMF, rhythm, and diagnostic sample generation.
Import / Export6
- CurrentWAV, OGG, MP3, AIFF, and FLACCurrent active import/export format routes.
- Platform-SpecificMP3 Export BridgeWindows-dependent MP3 encoding with verified bitrate/rate/channel options.
- CurrentExport Options and ConversionRate, channels, bit depth, dither, quality, bitrate, and compression options.
- CurrentExport MetadataSupported text metadata workflow for compatible formats.
- CurrentGame ExportExport selected clips, cue regions, packs, or track clips in supported formats.
- CurrentExport Naming and ProfilesNaming templates, destinations, numbering, prefixes/suffixes, and game-export profiles.
Integrations5
- CurrentUnity AudioClip WorkflowMaterialize/preview compatible AudioClip assets through the established integration.
- CurrentResource Editor Audio HandoffSend compatible resource audio into/out of the Audio Editor.
- CurrentScene Editor Audio WorkflowAudioClip assignment and AudioSource handoff with Scene Editor.
- CurrentVideo Editor Audio Round TripHand audio between Video Editor and Audio Editor without changing project ownership.
- CurrentGlobal Capture Round TripReturn an edited WAV to an active Global Capture audio workflow.
Diagnostics2
- CurrentAudio Editor DiagnosticsExplicit reports and self-tests spanning completed Audio Editor development stages.
- CurrentKeyboard ShortcutsStandard command, transport, marker, loop, zero-crossing, nudge, and navigation shortcuts.
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.
Continue performance, timeline polish, media reliability, proxy/export robustness, effect usability, and NHUE media round trips.
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 WorkspaceMain editing workspace, panels, menu row, status, and selection-driven controls.
- CurrentWorkspaces and Large Screen ModeWorkspace layouts and Large Screen Mode.
- CurrentPreview DisplayFit/fill/100%, interpolation, preview guides, grid, and overlays.
- CurrentPreview Gizmo and SnappingDirect preview manipulation with snapping and guides.
- CurrentShortcut EditorCustom keyboard shortcut profiles and reset/default controls.
- CurrentAccessibility and LanguageTooltips, region navigation, and localization preferences.
Projects & Media8
- CurrentVideo Project FilesNew/open/save/save-as/close and schema-compatible project ownership.
- CurrentRecovery and Open Without Derived MediaRecovery candidates, backups, and safe derived-media isolation.
- CurrentMedia Import and RelinkImport, selected relink, and folder-based missing-media relink.
- CurrentMedia LibraryProject media organization and filtering.
- CurrentBins and FavoritesUser bins, favorites, and media organization.
- CurrentSmart CollectionsUnused, missing, duplicate, proxy, and unassigned media views.
- CurrentImage ImportStill-image intake and image import settings.
- CurrentMissing, Duplicate, and Suitability AnalysisProject media health and editing-suitability checks.
Timeline11
- CurrentTimeline EditingCore timeline and track editing.
- CurrentClip Selection and MovementSelection, movement, placement, duplication, and alignment.
- CurrentTrim and SplitTrim/split editing and clip boundary work.
- CurrentDelete, Lift, and Ripple DeleteGap-preserving and gap-closing removal.
- CurrentGaps and Ripple PreviewGap tools and pre-commit ripple preview.
- CurrentTimeline SnappingTimeline snap targets and settings.
- CurrentMarkers, Ranges, and ChaptersMarker navigation, ranges, chapter planning, and export range ownership.
- CurrentGrouped Clip EditingClip grouping and related editing.
- CurrentBatch Timeline OperationsBatch fades, effects, normalization, proxy queueing, rename, and export preparation.
- CurrentSpeed and Time RemappingSpeed presets and variable time-remapping keys.
- CurrentFreeze Frame and Reverse MediaFreeze insertion and managed reverse-media generation.
Playback4
- CurrentTimeline and Source PlaybackPersistent source/timeline playback and synchronization.
- CurrentPlayback Ranges and LoopingMark In/Out and loop playback.
- CurrentScrubbing and Frame SteppingPrecise navigation and frame-level inspection.
- CurrentPreview Resolution ScalingAuto/360p/540p/720p/1080p preview scaling.
Sequences & Tracks4
- CurrentMultiple SequencesCreate, duplicate, switch, manage, and delete sequences.
- CurrentNested SequencesNested-sequence project and playback workflow.
- CurrentTrack ControlsTrack pan and track-owned controls.
- CurrentTrack and Sequence Output EffectsCompositing and output-level processing.
Effects11
- CurrentEffect Browser and CatalogSearch, filter, and add compatible effects.
- CurrentEffect StackOrdered stack controls, duplicate, copy/paste, and clear.
- CurrentEffect PresetsPreset Manager and reusable effect settings.
- CurrentColor Correction and LUTColor-correction and LUT workflows.
- CurrentStylize EffectsBlur, sharpen, vignette, glow, and catalog stylize effects.
- CurrentChroma KeySimple/advanced chroma-key workflows.
- CurrentMasksShape/drawn mask processing and feather controls.
- CurrentTransform and Picture-in-PictureTransform, crop, opacity, flip/mirror, PIP, and pan/zoom.
- CurrentStabilizationMotion analysis for stabilization.
- CurrentMotion TrackingBounded region tracking and supported apply targets.
- CurrentKeyframesKeyframe values and interpolation.
Transitions1
- CurrentTransitionsDissolve and wipe/luma transition workflow.
Titles & Subtitles3
- CurrentTitlesCenter/lower-third/rich/typewriter titles and styling.
- CurrentSubtitle Tracks and SRTTimed subtitle tracks, styling, SRT import/export, and burn-in intent.
- CurrentSpeech ToolsSpeech-to-text and text-to-speech provider workflows.
Audio4
- CurrentAudio ControlsPan, channels, fades, crossfades, and track controls.
- CurrentAudio EffectsTimeline audio effects and playback meters.
- CurrentAudio AlignmentReference-clip audio-based alignment.
- CurrentAudio Editor Round-TripExtract/open/replace/relink edited audio with the NHUE Audio Editor.
Generators4
- CurrentGenerator ClipsSolid, pattern, text, tone, and other project generators.
- CurrentSlideshow BuilderStill-image slideshow construction and music options.
- CurrentTemplates and Smart PresetsReusable timeline/title template workflows.
- CurrentElements LibraryReusable built-in/user elements with source/license notes.
Analysis4
- CurrentProfessional ScopesHistogram, waveform, vector parade, and audio-scope foundation.
- CurrentHDR Preview10-bit/HDR preview architecture and tone-map settings.
- CurrentProfessional PerformanceRuntime counters and professional workflow diagnostics.
- CurrentExternal Effect ProvidersProvider compatibility inspection with current attachment limitation.
Performance6
- CurrentProxy MediaProxy generation, switching, and settings.
- CurrentEdit-Friendly TranscodesManaged transcode generation and removal.
- CurrentFrame Rate ConversionVariable-to-constant frame-rate derived media.
- CurrentCache ManagerCache budgets, validation, cleanup, reset, and folders.
- CurrentJobs MonitorVisible job state for background work and export.
- CurrentAutosave and BackupsExplicit autosave preference and backup/recovery settings.
Export5
- CurrentVideo ExportValidated video delivery workflow.
- CurrentExport Quality and Encoder SettingsCRF, bitrate, GOP, two-pass, and encoder choice.
- CurrentRange and Marker ExportSelected/marker ranges and chapter planning.
- CurrentAudio-Only and Image-Sequence ExportDedicated audio and image output paths.
- CurrentPre-Export ValidationExact-graph checks and fail-closed delivery safety.
Diagnostics3
- CurrentDiagnosticsManual bounded subsystem and final-readiness reports.
- CurrentMedia BackendCentral media backend setup and validation.
- CurrentCurrent Limits and SafetyFinal explicit limitations and no-silent-approximation policy.
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.
Keep capture reliable under real workloads, improve source/device compatibility, encoder behavior, long-session safety, and editor-to-editor handoff.
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 WorkspaceMain capture tab, menu row, status, compact controls, and utility windows.
Capture2
- CurrentRecording Session ControlsStart, pause, resume, stop, and cancel the active recording.
- CurrentScreenshots and MarkersCapture still images and mark important moments during recording.
Sources3
- CurrentSource Selection and RefreshDiscover and select available capture sources.
- CurrentRegion SelectionSelect a bounded desktop area for region recording.
- CurrentNetwork Stream InputProbe and record a configured remote media stream.
Audio4
- CurrentCapture AudioConfigure Global Capture audio inputs and recording behavior.
- CurrentSystem / Game AudioRecord supported desktop-output audio.
- CurrentMicrophone AudioRecord a selected microphone with gain, mute, and metering.
- CurrentMixed or Separate Audio TracksChoose mixed stereo or separate system/microphone tracks where supported.
Devices2
- CurrentWebcam CaptureUse a camera as an overlay or camera-only source with live preview.
- CurrentWebcam Overlay LayoutPosition, size, shape, mirror, and style the camera overlay.
Overlays2
- CurrentCapture OverlaysCursor, click, shortcut-key, and capture-border overlays.
- CurrentAnnotation ModeDraw and clear bounded annotations on supported capture paths.
Controls1
- CurrentRecorder HUD and ShortcutsUse compact recorder controls and rebindable Unity shortcuts.
Recording4
- CurrentRecording SettingsResolution, frame rate, countdown, preview, and capture-output settings.
- CurrentContainers and CodecsChoose container, codecs, bitrate/quality, and encoding settings.
- CurrentHardware Encoder DetectionDetect and select available encoder families with explicit fallback policy.
- CurrentRecording PresetsApply repeatable capture/output settings.
Output1
- CurrentOutput Folder and PathsOpen the recording folder and copy completed-media paths.
History3
- CurrentRecent Recording HistoryReview recent captures and quick actions.
- CurrentRecording LibrarySearch, filter, annotate, favorite, and route completed recordings.
- CurrentInterrupted Recording RecoveryRecover or discard interrupted sessions when recoverable artifacts exist.
Integrations5
- CurrentVideo Editor HandoffSend completed recordings to Video Editor workflows.
- CurrentResource Editor HandoffAdd/open recordings through NHUE resource/project workflows.
- CurrentAudio Editor Round TripExtract/send recording audio through the Audio Editor workflow.
- CurrentImage Editor Round TripOpen screenshots or extracted still frames in Image Editor.
- CurrentMedia Round-Trip ToolsUse audio and still-frame round-trip commands while preserving original recordings.
Diagnostics2
- CurrentCapture DiagnosticsRun lazy capture-problem, compatibility, and GC-11 checkpoint reports.
- CurrentPerformance MonitorTrack recording pressure, disk, queue, stalls, drops, and resource safety.
Help1
- CurrentAbout Global CaptureOpen the Global Capture about information.
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.
Continue performance and messaging responsiveness, transfer/media polish, real multi-client validation, and stronger day-to-day collaboration workflow.
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.
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
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.
Keep documentation synchronized with the actual editors, expand game-design tutorials, and continue consolidating truly shared editor behavior into reusable NHUE systems.
More cross-editor workflow guidance, deeper tutorials, continued shared-system unification, and ongoing cleanup of retired/legacy architecture.
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 EditorOpen the main NHUE shell from Unity through Tools > Night Hawk's Unified Editor.
- CurrentApplication TabsSwitch between the ten registered NHUE applications inside one shell window.
- CurrentRemembered Active ApplicationRestore the last valid NHUE application by module ID when the shell is reopened.
- CurrentSoft Minimize / RestoreCollapse NHUE to a small restore bar without rendering the active editor at the minimized size.
- CurrentGlobal Capture Status IndicatorShow active, paused, or finalizing capture status in the shell and jump to Global Capture.
Documentation2
- CurrentBuilt-in DocumentationBrowse .nhdoc manuals with application tabs, chapter navigation, relevance-ranked search, adjustable reading text, Feature Lists, and Changelogs.
- CurrentDocumentation Reading ControlsIncrease 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 HierarchyShared hierarchical object-tree behavior used by NHUE editing workspaces.
- CurrentUniversal InspectorShared inspector routing for objects, assets, importers, materials, and component workflows.
- CurrentSearchable Add ComponentSearch the shared Universal Inspector component catalog and add supported component/script types.
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.
Generic and non-Humanoid rig support, deeper animation authoring, rig/skin editing polish, and continued Mesh2/Surface Forge growth.
Stronger erosion and landform identity, deeper Terrain Graph workflows, richer profile/recipe libraries, and scene-ready worldbuilding handoff.
Material-owner preview polish, deeper asset construction, more resource providers, and the future visual Game UI Builder.
Stronger scene assembly plus Avatar hair, clothing, armor, creature parts, pose/export, and deeper character production workflows.
More reliable capture/edit round trips, stronger performance, broader platform/device coverage, and production-polish across Audio, Video, and Capture.
Messaging/performance work, the dedicated Community GUI/UX redesign, real network validation, and later opt-in collaboration/streaming features.
Keep every editor’s feature list, changelog, tutorials, diagnostics guidance, and cross-editor workflows synchronized as NHUE evolves.
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.