Getting Started with GLC
When you first open the GLCV4 Editor, the easiest way to think about it is this: the middle is your live launcher canvas, the left side is where you build, and the right side is where you manage assets and media. It is designed to feel hands-on, so you are not filling in forms all day like some cursed spreadsheet simulator.
The centre canvas is where your launcher comes to life. The pages panel helps you manage each launcher page, the object toolbar gives you your building blocks, and the asset library gives you quick access to images, GIFs, sounds, videos, and more.
The first thing most people do is click around a bit too carefully, like they are diffusing a bomb. You do not need to. The editor is built for moving fast. You can drag objects onto the canvas, move around the workspace, zoom in and out, and start shaping the launcher visually right away.
Getting around the canvas
The centre panel is your main working area. This is where you place and arrange objects, preview page backgrounds, and build the final look of your launcher. You can pan the editor by holding down the right mouse button and dragging around the canvas. This is especially useful when working on larger layouts or when zoomed in.
Right click and drag to pan around the canvas. The normal right-click menu is suppressed there, so the mouse movement is dedicated to navigation.
You can also zoom the canvas with the mouse wheel, or use the zoom controls in the top toolbar to zoom in, zoom out, or reset back to 100%. The zoom percentage is reflected in the editor interface, so you always know how close or far away you are working.
If you ever feel lost, just reset the zoom and re-centre yourself mentally. Every editor has that moment where you zoom into oblivion and start wondering whether your button has entered another dimension.
Working with pages, objects, and layout
On the left side of the editor, you will see your launcher pages. These are the screens that make up your launcher, such as a home page, news page, login page, patching page, or settings page. You can drag pages to reorder them, and you can right-click a page to bring up extra options such as adding a blank page, adding a themed page, editing page settings, cloning the page, or deleting it.
Below that, you have the object toolbar. This is where your building blocks live. Buttons, images, webviews, videos, labels, query strings, progress bars, sliders, plugin objects, and more can be dragged directly onto the canvas. That is the quickest way to begin building a launcher visually.
Manage your launcher screens, reorder them, and right-click them for page actions.
Drag your launcher elements straight onto the canvas and start arranging them visually.
Upload and manage images, GIFs, sounds, and videos from the asset library.
When selecting objects on the canvas, a simple left click selects a single object. For multi-selection, you can hold Shift and left click additional objects to build up a larger selection. This is useful when you want to move several elements together or work on a group more quickly.
The editor also reports selection details in the interface, so when you select multiple objects, it can show you how many are selected and the overall size of that selection. That makes it easier to keep grouped layouts tidy instead of nudging everything around like a gremlin.
Left click selects an object.
Shift + Left click adds more objects to the selection for multi-select workflows.
Once you have selected an object, you can open its Object Settings to edit it in detail. This is where you control the important stuff such as its object name, X and Y position, width, height, layer, opacity, start visibility, cache bust behaviour, and object-specific options depending on what type of object it is.
The Object Settings dialog is built to be easier to navigate than the old-school “here are 400 settings, good luck” style. It includes a searchable sidebar, grouped categories, and a proper header showing the object type and name. It also supports object-specific property panels, so the settings adapt based on what you are editing.
Using the top toolbar without overthinking it
Across the top of the editor, you have the main controls you will keep coming back to while building. This includes your Save Draft button, your Publish button, your launcher-wide tools such as Launcher Settings, Templates, Variables, Global Events, Support, and the rest of the editor dialogs.
You also have practical editing controls such as Zoom In, Zoom Out, Zoom Reset, Resize to Original, Copy, and Paste. Copy is only active when you have an object selected, and Paste becomes active when there is clipboard data ready to paste back into the launcher.
Use it to save, publish, zoom, copy, paste, restore original object size, and open the bigger editor dialogs that control your launcher project.
If you want to control launcher-wide behaviour, open Launcher Settings. If you want reusable project-wide values, use Variables. If you want automatic logic that runs across the launcher, head into Global Events. If you want to start from a prebuilt foundation, use Templates.
When you are ready to work on page-specific logic, page settings give you access to Page Load Actions. Inside that screen, actions are presented as a visual sequence and can be added, moved up or down, edited, duplicated, or deleted. That makes it easier to think in flow rather than in chaos.
Use Global Events for launcher-wide automatic behaviour, and use Page Load Actions when you want logic to fire as soon as a specific page becomes visible.
Getting comfortable with assets and media
The Asset Library is where you manage your media. You can drag and drop files from your computer directly into the upload area, and from there you can organise and reuse them across your launcher. The asset browser also supports your own assets, the GLC library, and Pexels for supported image and video flows.
When browsing assets inside the asset browser, the controls are very straightforward: left click selects an asset and right click opens a preview. That preview can show the media directly and lets you confirm the asset before inserting it. This is far cleaner than picking a file blind and then discovering it was the wrong one five minutes later.
If you right-click assets in the library itself, you can also bring up actions such as Info, Rename, and Delete. So you are not stuck with a messy pile of files called final-banner-v2-NEW-REAL-final.png forever.
Drag and drop files straight into the asset area to upload them.
Left click an asset to select it for use in the browser flow.
Right click to preview the asset before committing to it.
The easiest way to settle in
If you are brand new to the editor, the quickest way to get comfortable is to build one simple page first. Add a background, drop in a few buttons, place a label, move them around, open the object settings for one of them, and then test zooming and panning. That alone teaches you most of the editor’s rhythm.
The built-in onboarding tour also helps walk you through the important areas: the canvas, pages, objects, assets, launcher settings, templates, variables, global events, account, support, and publish. Once the tour is complete, the editor points you toward documentation, community resources, and the AI Help in the bottom status bar.
A good beginner workflow is simple: create a page, drag in a few objects, open their settings, save your draft, and only publish when you are happy with what users should actually see.
- Use right click + drag to pan the canvas
- Use the mouse wheel or zoom controls to zoom in and out
- Left click to select an object
- Shift + Left click to multi-select objects
- Drag objects from the object toolbar onto the canvas
- Right-click a page for page actions and settings
- Use Object Settings to fine-tune position, size, layer, opacity, and more
- Use the top toolbar to save, publish, zoom, copy, paste, and open the main editor tools
Save Draft stores your work-in-progress safely, but your users will not see those changes until you hit Publish. Keep that difference in mind so you do not accidentally wonder why your launcher “isn’t updating” when it is just behaving properly.