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Scene and Details

Placing shapes, prefabs and materials, moving, rotating and resizing pieces, the viewport views and shading, the Outline with eye and padlock and the Details panel of a piece and of the scene.

DescribesEditor 0.4.0 For creating without programming

On this page

The scene is your game's world. It is built with pieces: blocks with a shape, size, position and material. A scene holds up to 2000 pieces; the Outline panel shows how many you have.

This page names the controls of Full mode. Simple mode has the same Place pieces and Details panels and a shorter viewport toolbar: see Simple mode and Full mode.

Place pieces#

The Place pieces panel (Alt+1) has a search box and four parts: shapes, project models, prefabs and material.

Basic shapes#

Five single pieces: Box, Ramp, Wedge, Sphere and Cylinder.

Project models#

Below the shapes are the project's 3D models, the ones you made in the workshop or brought in with the importer. They are placed like a prefab and come in at their natural size. If there are none yet, the category says so and offers Import…. How they are used: Models in the scene.

Prefabs#

They are ready-built pieces. The editor comes with twenty, in four groups.

GroupPrefabs
GameplaySpawn point, Coin, Goal, Checkpoint, Danger zone, Key, Door with button, Trampoline.
Movement and physicsMoving platform, Ball, Ice floor, Bridge, Stairs.
CharactersCharacter, Patrolling character, Character that follows you.
Scenery and signsTree, House, Lamp post, Sign with label.

The prefabs you save yourself appear in one more group, My pieces: see Content browser.

A prefab that needs a rule to work brings it along. When you place the first Coin, for example, the editor adds the rule that collects it and tells you: "A rule was added to make it work. See it under Rules." Which ones bring a rule is in No-code rules.

In the other two kinds of project something else happens:

ProjectWhat happens when you place a prefab that needs logic
Made with code (Rules turned off)The editor does not add the rule without asking. If the code does not name what you placed, it tells you, with the prefab's name in place of the dots: "This game is made with code and its code does not use "…": it does nothing this way. You can add its rule or program it by hand." The Add its rule button on the notice adds it and opens the Rules panel. If the code already names it, there is no notice.
A blocks projectThe coin, the key, the goal and the danger zone arrive with their blocks instead of a rule, and the notice says "Blocks were added to make it work." See Blocks mode.

How to place#

The panel itself sums it up: "Click: pick and place in the scene. Double click: drop at the center. You can also drag it onto the viewport."

  1. Click a shape or a prefab.
  2. Click the scene. The piece rests where you clicked, snapped to the grid.

While you place, the viewport shows "Click to place · Shift + click to place several · Esc or right click to finish".

GestureWhat it does
Click in the panel and click in the scenePlaces one piece and drops the tool.
Shift + click in the scenePlaces the piece and keeps placing: good for several in a row.
Double click in the panelPlaces the piece at the center of the view.
Drag from the panel to the viewportThe piece stays where you drop it.
Esc or right clickFinishes without placing.

Material#

Below the prefabs is Material. It applies to the selected pieces and to the next ones you place.

PartOptions
Color25 colors.
Finishmate, brillante, neon or cristal (matte, glossy, neon or glass).
Patternliso, cuadros, franjas or rejilla (plain, checks, stripes or grid).
Ready-made materialsGrass, Tile, Wood, Stone, Sand, Metal, Gold, Lava, Green light, Ice, Water, Checker, Asphalt and Candy.

A piece's Details › Material also has Texture (project image), with Repeat and Pixelated: an image from the project that covers the piece. Draw opens that image in the pixel editor. A model brings its own materials and does not use these.

A ready-made material is a combination already made: Wood sets the madera color, the mate finish and the franjas pattern.

Selecting pieces#

GestureWhat it selects
ClickOne piece, or its whole group if it is grouped.
Shift + clickAdds another piece to the selection.
Double clickA single piece of a group.
Alt + clickA zone that is behind a piece.
Ctrl+AEvery piece.
EscDrops the selection.

You can also select from the Outline.

Move, rotate and resize#

The viewport toolbar has four tools. The last three draw a handle over the selection.

ToolKeysWhat it does
Select1 or QOnly selects.
Move2 or WThree arrows, one per axis. Drag one and the piece slides in that direction.
Resize3 or RStretches the piece along an axis.
Rotate4 or ERotates the piece around an axis.
The move handle and the piece's Details.

The colors are always the same: red for X (left and right), green for Y (height) and blue for Z (forward and back).

Axes and snaps#

To the right of the tools are the handle settings.

ControlKeyWhat it does
World / LocalLWith World, the arrows follow the world's axes. With Local, the piece's: useful if it is rotated.
Snap to gridGTurns the position snap on or off.
Position snapThe grid step. On opening it is 0.5.
Angle snapThe step when rotating. On opening it is 15°.
Size snapThe step when resizing. On opening it is 0.25.

The arrow keys, PgUp and PgDn nudge the selection one grid step.

For an exact value, type it in Details.

Duplicate, copy and delete#

ActionShortcut
Duplicate the selectionCtrl+D
Copy and paste piecesCtrl+C and Ctrl+V
Delete the selectionDel or Backspace

Duplicate, group and delete also have their button on the viewport toolbar.

Grouping#

Grouping joins several pieces so you can select and move them as one.

  1. Select the first piece.
  2. Holding Shift, click the others.
  3. Press Ctrl+G. To separate them, Ctrl+Shift+G.

A click on a grouped piece selects the group; a double click, only that piece. In Details, a grouped piece shows the name of its group next to its own.

The viewport views#

Over the viewport, top left, there are two dropdowns.

The first is the camera view:

ViewKey
Perspective5
Top6
Front7
Side8

The Top, Front and Side views show the scene with no vanishing point: they are for aligning pieces.

The Top view, for aligning.

The second is the shading: Lit, Unlit or Wireframe. Wireframe draws only the edges and lets you see what is behind each piece.

The Wireframe shading.

At the top right of the viewport are the other controls:

ControlKeyWhat it does
Fly speedHow fast the camera flies with the right button and W A S D.
Difficulty shownAll, or the scene as it is on one difficulty.
Bot pathBDraws the test bot's route.
HelpersHShows or hides the grid, the zones, the spawn points and the lights.
FrameFCenters the camera on the selection, or on the whole scene.

How to move the camera is in A tour of the editor.

Editing and Game#

The Editing | Game switch on the viewport toolbar changes which camera you look through.

  • Editing is the editor's free camera.
  • Game is the real camera the scene is played with: "This is what the start of the game looks like". It lets you check the framing without having to play. In first person it follows the player's eyes and does not draw the spawn point mark. In an open world, both cameras start above the terrain, looking at where the player appears.

Next to it, the view type menu picks which camera the game is played with: Third person, First person, Isometric, Top-down (from above, tilted), Side (2D platformer) or Flat (2D from above). The last entry, More parameters in Details…, takes you to the Details panel.

The game view and the view type menu.

What each view is and which controls the player uses in each one is in Kinds of game.

The Outline#

The Outline panel (Alt+4) is the scene tree: the groups with their number of pieces, each piece with its shape, the zones, the spawn points and the lights. It has a search box by name, shape or tag and, at the foot, the piece counter.

A click on a row selects that thing; a double click also frames it.

Each row has two toggles:

ToggleShortcutWhat it does
EyeCtrl+HHides the piece while editing. The game does not change: the piece is still there when you play.
PadlockCtrl+LLocks the piece: it cannot be picked or moved in the viewport.

Ctrl+Shift+H shows everything hidden. When something is hidden, the foot of the Outline also offers a Show button with the count.

The floor locked, one coin hidden and another selected.

Details of a piece#

With a piece selected, the Details panel (Alt+5) shows everything that defines it, in categories that fold. At the top it has a search box: type "bounce" and only that property is left.

Details of a piece that belongs to a group.
CategoryWhat it has
TransformPosition (center), Rotation (degrees) and Size (width, height, length), each with X, Y and Z.
GeneralName (id), by which the rules and the code name the piece, and Shape.
MaterialColor, Finish and Pattern.
PhysicsThe kind of physics, Solid, Visible in the game, Bounce, Friction and Weight.
MovementAutomatic movement.
TagsThe piece's tags.
Difficulties it appears onEasy, Normal and Hard.

In a blocks project, a loose piece also shows, above Transform, the Program with blocks button: see Blocks mode.

Physics#

FieldWhat it is
PhysicsFixed: does not move by itself, Dynamic: can be pushed or Scenery: no collision, no touch events.
SolidChecked, the player collides with it. Unchecked, you pass through it, but touches still count: that is how coins work.
Visible in the gameUnchecked, the piece is there but is not drawn while playing; while editing it is shown as an outline.
Bounce (0 to 1.5)0 does not bounce. A ball: 0.8. In a collision the bouncier piece wins.
Friction (0 ice to 2)0 is ice: things slide on it. 0.7 is the usual.
Weight (0.05 to 50)How heavy it is for its size: lighter is easier to push.

Automatic movement#

A piece can move by itself, with no rules.

OptionWhat it asks for
NoneNothing.
Back and forthWhere it goes, Seconds per leg and Wait at the ends.
SpinsDegrees per second.

A selected piece that has automatic movement is shown moving in the viewport, so you can check the path without playing. The Moving platform prefab is a piece with Back and forth already set.

Tags#

A tag is a word you put on one or more pieces so that a rule can talk about all of them at once: "when the player touches anything tagged moneda". The five coins of the tutorial share a single rule thanks to their tag.

Difficulties per piece#

The Easy, Normal and Hard boxes decide which difficulties the piece exists on. It lets an obstacle be there only on Hard or a helper only on Easy.

To see the scene as it is on one difficulty, use the All dropdown over the viewport.

Several pieces at once#

With several things selected, Details says "N things selected" and offers Group, Ungroup, Duplicate and Delete, the difficulties they appear on and Tag for all. The handles move, rotate or resize them all together, and the material in Place pieces applies to all of them.

Details of the scene#

With nothing selected, Details shows the settings of the whole scene: it says "scene · nothing selected".

With nothing selected, Details shows the scene.

Game view#

"Which camera this scene is played with. The "Game" button on the viewport bar shows it as is; "Play" uses it."

Here are the View type and its parameters. In third person they are Field of view (degrees), Distance to the character, Tilt (degrees) and Smoothing (0 to 1); other views have their own. They are explained in Kinds of game and, for those who write the scene by hand, in Scenes.

Player look#

If the project has models, Player look appears: Player model in this scene draws the player with one of them. See Models in the scene.

Tile maps#

The Tile maps category lists the scene's maps, with their kind, their size, their layers and their tiles. Each one has its Edit button, which opens it in the workshop's map editor, and New map creates another one. What you paint comes back into the scene when you export it or play.

Environment#

The scene's environment and the buttons to add zones and lights.
SettingWhat it does
Skyday, sunset, night, ink, or two colors to pick the top one and the bottom one.
Ambient light (0 to 2)How much light there is overall.
Fall heightThe height below which the player is considered to have fallen off the world.
Day and nightThe seconds a full cycle lasts. With 0, the sky stays. With a value, the sky moves by itself through day, sunset and night while playing.
Distant fogAdds fog in the distance.

Adding a zone or a light#

At the end of Details is Add to the scene.

ButtonWhat it adds
ZoneAn invisible volume that reports when a player enters or leaves. You use it in a rule, with "the player enters the zone…" or "the player leaves the zone…".
LightA light, with position, color, intensity and range. The button shows how many you have out of the eight the scene allows.

Both are also in the Scene menu. A selected zone, light or spawn point shows its own fields in Details. On a spawn point, Start the game here makes it the start; the rest work as checkpoints.

Next#