Skip to content

Top View and Scene ​

Top View and Scene share the current level, selection, tools and snapping settings. Top View shows a horizontal section at Current Y, with nearby geometry faded through Onion. Changing the slice changes what you see and where you draw; it does not move existing geometry.

Use Wheel to zoom, or drag with Middle mouse, Right mouse or Space to pan. Shape and template placement reserve the wheel for their own controls; see Creating blocks and Level Templates.

The axis widget in the bottom-right corner rotates the view. Click a direction, drag around the dial or use Wheel over it. Rotation uses 15° steps, or 1° while holding Ctrl/Cmd. Click its center to reset; Esc restores the start of a rotation drag. This changes the view without rotating the level. Drawing, transforms and snapping keep their world coordinates. Shift constrains polygon segments, cut paths and movement horizontally or vertically relative to the rotated view; with Rectangle, it keeps the footprint square.

The grid follows Move / height (m). Zooming changes the displayed subdivision density while snapping keeps the chosen step.

The percentage beneath the axis widget also controls zoom. Drag it upward to zoom in or downward to zoom out, or use Wheel over the percentage. Double-click it to restore 100%; Esc or losing window focus restores the zoom at the start of a drag.

Press F to frame the selection and center Current Y on its combined height interval. Press it again to frame the originals without modifier copies. Double-clicking a Hierarchy row also navigates and frames that object. The framing animation can be interrupted with the mouse, wheel or Esc.

Height ruler and Onion ​

The ruler separates the white Y handle from the Onion band around it. Click or drag Y, or enter a value in its field, to set Current Y. Drag either Onion limit to change the distance shown above and below the slice without moving Y or any blocks. Esc restores the Onion range at the start of a drag.

ControlAction
Wheel over the rulerMove Current Y by one movement/height step.
Shift + Wheel over the rulerMove Current Y by four steps.
Alt + Wheel over the ruler or Top View canvasAdjust Onion distance.
Ctrl/Cmd + WheelZoom the ruler around Current Y without zooming the canvas or Scene camera. In Hierarchy, the wheel scrolls the list; a held template reserves this combination for fine rotation over its preview.
Shift + Wheel over Top View or the active Scene ViewChange Current Y. During a Top View block drag, move the dragged blocks in Y and follow them with the slice. During shape creation, increase the creation-height step.
Page Up / Page DownJump to the next / previous significant block height.
↑ / ↓ with the ruler focusedMove Current Y by one step; hold Shift for four steps.

Right-click the ruler for Fit to selection, which fits its scale and centers Current Y on the selected interval; Fit onion range, which reveals both Onion limits; or Centre on Y, which centers the scale without changing its zoom. The visible range's endpoint fields adjust the scale while keeping Y inside it.

Colored endpoint indicators follow the visible, expanded Hierarchy groups and the current canvas area. Collapsing a group hides its indicators. Opening a level fits the ruler to its objects, including modifier copies, templates and scene markers, without selecting them.

Snapping ​

The split Snap control shows the movement/height step in metres. Click the main button to toggle snapping; click its arrow to open settings without changing that state. Top View and Scene share these controls.

Choose any combination of Grid, Vertices, Edges, Edge midpoints, Centers and Align X / Z. Grid and Vertices start enabled. During a drag, Ctrl/Cmd temporarily inverts snapping.

  • With Increment from drag start off, the moved anchor aligns to absolute grid coordinates, correcting off-grid offsets.
  • With it on, movement preserves the starting offset and advances by relative increments.
  • Move / height (m) sets the movement and height step. Its slider spans 0.001–100 m; the numeric field accepts other positive values.
  • Rotate (°) sets angular increments.
  • Scale snapping chooses Scale factor (%) or Grid (m). A Scale factor of 0.1 gives 10% increments; Grid mode snaps dimensions to the movement/height step.
  • Snap radius (px) sets how close a feature must appear on screen to be considered.

Snapping searches visible geometry and modifier copies; Top View includes geometry shown through Onion. During vertex editing, the points and edges being moved are excluded, while stationary features of the same block remain available. Point features take priority over nearby edge projections. Scene snapping respects the active handle's axis or plane.

Edit in Scene ​

Add the level to the scene, then choose TopView Blockout in Scene View's Tools context selector. Opening the editor window alone does not activate this context. Scene editing requires an active, visible output and is unavailable in Play Mode or Prefab Mode.

The tool palette shares Blocks 1, Vertices 2, Move W, Rotate E, Scale R and the creation tools with Top View. Cut remains exclusive to Top View. Selection, arrows, framing, deletion, duplication and clipboard actions operate on blockout objects. In Blocks mode, clicking empty space clears selection; Ctrl/Cmd or Shift preserves it. In Vertices mode, clicking other surfaces retains the blocks being edited.

Subtract blocks use dashed wireframes. Click a visible wireframe edge to select a cutter; clicking inside its volume selects geometry behind it. Occluded edges and hidden or locked cutters cannot be picked.

Scene keeps its usual camera navigation, including movement while Right mouse is held. Esc cancels an active drawing or gesture; otherwise, it clears selection and keeps the Blockout context active. Choose GameObject to return to normal Scene interaction. Closing the window restores the previous context and tool.

The Blockout Grid & Snap toolbar contains Grid, the shared Snap control and the roof icon for Hide ceilings in Scene View. Hide ceilings to select and place objects inside rooms, including nested templates. This hides their ceiling surfaces, outlines and selection feedback only in the editing view; Game View, collisions and exports retain the complete level. Toggle the roof icon again to show ceilings.

View overlays and Scene camera ​

Top View's View menu controls Final geometry, Scene camera and Object names. Final geometry displays the built section, including wall thickness and openings. Hiding Object names keeps marker icons and selection feedback visible.

The camera cone shows the Scene View camera. Hold Shift and Right mouse in Top View to place that camera at the clicked X/Z and Current Y, then drag to aim. Releasing Shift ends the gesture; Esc restores the previous Scene view.

Scene markers ​

Add the TopView Blockout > Marker component to a scene GameObject to show it as an icon in Top View. Set its display name, color and icon in the component; the tool also provides color and icon controls and supports renaming.

Clicking the icon selects the actual GameObject. Drag it or use arrow keys to move its Transform with snapping and Undo; its position is also available in the shared transform controls. Double-click a faded icon to navigate to its height.

The Transform widget's Marker tab also edits world X/Y/Z rotation and local scale. Markers do not use the block Pivot tab.

Assign Group in the tool's inspector or drag the marker onto a group, including from Unity's Hierarchy. The component stores that level and group association. Markers appear directly in their groups or as root rows when ungrouped. They inherit group visibility and locks; disabling a group deactivates its markers' scene objects.

Renderer bounds determine the marker's height span. Objects without a Renderer use a small interval around their pivot based on the height step. Outside that span, icons follow the Onion range. Markers belong to the scene and are not included in the generated mesh.

TopView Blockout · A Unity tool by DiceNook.