Appearance
Editing blocks
Choose Blocks 1 to edit whole objects, or Vertices 2 to edit their corners and edges. Move W, Rotate E and Scale R preserve this selection mode and the selected points. After drawing, choose the editing tool you want to use.
Select what to edit
- Click a block in Top View or its generated geometry in Scene. Repeated clicks at the same point cycle through overlapping blocks; hidden and locked objects are skipped. Tab also cycles through blocks under the Top View pointer.
- Hold Ctrl/Cmd while clicking to add or remove objects.
- Drag a selection box to include fully enclosed objects, including objects touching its border. Top View includes geometry visible through the Onion range.
- In Top View, Ctrl/Cmd + A selects editable, visible blocks across heights. In Vertices mode, it selects the points of the selected blocks.
- Use Hierarchy to reach hidden or locked objects, select groups, or combine blocks, templates and markers.
Press F to frame the selection and navigate to its height. Press it again to frame the original objects without their modifier copies. Double-clicking an unambiguous block or a hierarchy row also frames it. Selection changes participate in Undo/Redo alongside geometry edits.
Multiple selection supports common properties such as mode, heights, rotation, dimensions and materials. A dash indicates mixed values. Edits apply to eligible unlocked objects; renaming requires a single object.
Move, rotate and scale
In Top View, drag selected geometry with Move, use the rotation ring with Rotate, or drag the frame handles with Scale. Side handles scale one horizontal axis; corner handles scale both. In Scene, Move has axis and plane handles, and whole-block Scale has handles at the volume's corners and face centers.
| During a gesture | Effect |
|---|---|
| Shift while moving | Constrain movement in the view's horizontal/vertical directions. |
| Shift while scaling | Preserve proportions. |
| Alt while scaling | Scale from the selection center. Otherwise the opposite side/corner stays fixed, or a custom pivot anchors the scale. |
| Ctrl/Cmd | Temporarily invert snapping. |
| Type an angle or scale factor in Top View | Set the transform numerically during a rotation or scale gesture. |
| Enter / Esc | Confirm / cancel the gesture. |
Arrow keys move the selection in Top View or Scene. Hold Shift for ten times the movement step. When Hierarchy has focus, the arrows navigate its rows instead.
In Scene Move, hold V to choose a source vertex as the temporary handle anchor and snap it to a vertex on another block or an ordinary Unity mesh. Movement keeps each block's height differences and slopes.
Transform values
Selecting a block shows the floating Transform widget. Its Block tab contains:
- Position (m): world coordinates of the block pivot. Editing them translates the selection. With multiple blocks, the primary block provides the displayed position and the same movement applies to the editable selection.
- Rotation (°): rotation around the level's Y axis.
- Local Dimensions (m): actual X/Z dimensions along the block's local axes. Resizing keeps its pivot fixed. Dimensions have a minimum of 0.01 m; use Mirror X or Mirror Z to flip geometry.
- Height controls: edit Base Y and Top Y independently, change Height (m), or drag the vertical interval to move it. Existing slopes retain their profile.
- Apply Transform: preserve the current geometry and pivot while resetting the block's rotation and scale frame. Local dimensions can change when the axes are rebased. The action is disabled when the current modifier setup cannot preserve the visible result.
For a multi-block selection, rotation and dimension fields edit the blocks around their own pivots. Group transforms provide a shared frame; see Organizing a level.
Drag the widget's header to park it at another corner of Top View. Double-click the header to return it to the upper-right corner. Its position and active tab persist while changing selection.
Edit vertices and slopes
In Vertices mode, click a corner or edge to select it and drag directly. If it is already selected, dragging moves the selected set, including points across blocks. Hold Ctrl/Cmd or Shift to add or remove components without starting a move. Drag from empty space to box-select points.
A Top View corner or edge normally selects both its base and upper endpoints. Scene lets you select the endpoints separately, including a mixture of heights across blocks. That partial selection remains intact when you return to Top View. Filled squares indicate paired endpoints; half-filled squares indicate individual endpoints.
Move handles, arrow keys and Selection Position (m) affect exactly the selected endpoints. For one endpoint, the position is its world coordinate; for several, it is their arithmetic mean. Editing a position coordinate translates the selected set. Base Y and Top Y edit the named surface independently. Use different corner heights to make slopes.
To insert a vertex in Top View, select an edge by itself, then click it again at the insertion point without dragging. Only that edge's two corner pairs should be selected. The new point stays on the original segment and supports Undo.
Top View projects the endpoints at their actual positions and draws the outline's section at the current Y. The generated surfaces use the corner heights; cutting a slope preserves its surface, including cuts through an interior triangulation.
Mirror and align
Mirror X and Mirror Z flip the selected objects or points. These are editing actions; use a Mirror modifier when you want to retain the original and a live reflected copy.
With multiple blocks selected, Align X X and Align Z Z align their centers to the last selected block. With multiple vertex endpoints, X/Z/Y align the selected coordinate to the endpoints' average coordinate. Align Y Y preserves the opposite surface and refuses a result that would cross it. Alignment also refuses an outline that would collapse or become invalid.
These shortcuts apply in selection tools. During shape creation, X continues to switch Add/Subtract.
Change the pivot
Open the Pivot tab and edit Pivot Position (m) to move the shared origin without moving the source geometry. The pivot drives rotation, resizing and modifiers, so changing it can change a modifier's generated copies.
- Center Pivot restores the block's center.
- With vertex endpoints selected, Pivot to Selection places the pivot at their average position.
- In Vertices mode, activate the Pivot tab to drag the pivot in Top View. Hold Shift from the start of that drag to adjust Y instead of X/Z. Scene also offers a draggable pivot circle in Vertices mode.
Pivot edits support snapping, Undo/Redo and Esc cancellation.
Extrude an edge or face
Choose Extrude G on a closed geometry block. In Top View, drag an edge outward. In Scene, click inside a side, top or bottom face and drag:
- A side extrusion extends the whole side face. Its upper and lower edges move together, and two new corners connect the extension to the original edge.
- A top or bottom extrusion moves that endpoint plane and preserves the opposite plane.
The affected edge or face is highlighted in orange. Hold Shift to constrain direction. Snapping applies, one Undo reverses the drag, and Esc cancels it. Inward side extensions and crossing outlines are rejected. Open wall paths and linked templates cannot be extruded this way.
Duplicate, copy and repair
Use Ctrl/Cmd + D to duplicate, or Alt + drag to duplicate and move. Ctrl/Cmd + C and Ctrl/Cmd + V copy and paste blocks. Top View centers the paste on its cursor, or on the canvas center before the pointer enters it. Scene uses the selection center, falling back to the Top View center when nothing is selected.
Pasting retains heights, orientation, relative layout, modifier stacks and material preferences. Missing material references inherit the destination level's settings. Each paste is one Undo operation.
Vertex movement can leave crossings or coincident points. The block turns red and keeps the requested position while the last valid mesh remains visible. Click Error · block name to select and frame the problem, then correct the outline or use Undo. Esc still restores an active drag. Saving preserves the definition even if its geometry cannot currently build.
Contours can meet at existing vertices or share complete coincident edges without adding internal walls. A vertex touching the interior of an edge needs a matching vertex on that edge to make a valid connection. Invalid contacts and crossings highlight the affected edges and mark the fault with a red cross in Top View and Scene, including problems in upper or lower endpoints outside Current Y. Correcting the outline removes the markers.