Scenes mirrors the structure of your game as a navigable node tree. Expand parents, follow children, and see the node types behind each part of your game — the player body, the tilemap, spawn points, the HUD layer. It's the same hierarchy the Architect mutates, rendered so you can actually read it.
Select a node to inspect its properties — position, speed, timing values, and the rest of the configuration that defines how it behaves. Mechanics attached to the project are listed alongside the tree, so you can confirm that the rule you described in chat actually exists in the model.
When a node carries behaviour, you can open the generated script and read exactly what runs. The script viewer is for understanding and trust — it shows the logic the AI produced from your intent so you can confirm it matches what you asked for.
Generated source code isn't hand-edited in Geek Engine. The Game Design Document is authoritative — you change the game by describing changes to the Architect, which re-derives the structure and regenerates code. Scenes is your window into that model, kept honest and consistent because there's only one place the truth lives.
Scenes shows you the result of every Architect operation, snapshot, and self-heal. When something isn't right, you describe the fix to the Architect, watch the new snapshot land, and re-inspect — a tight loop between seeing and building.