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
- Place pieces
- Basic shapes
- Project models
- Prefabs
- How to place
- Material
- Selecting pieces
- Move, rotate and resize
- Axes and snaps
- Duplicate, copy and delete
- Grouping
- The viewport views
- Editing and Game
- The Outline
- Details of a piece
- Physics
- Automatic movement
- Tags
- Difficulties per piece
- Several pieces at once
- Details of the scene
- Game view
- Player look
- Tile maps
- Environment
- Adding a zone or a light
- Next
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.
| Group | Prefabs |
|---|---|
| Gameplay | Spawn point, Coin, Goal, Checkpoint, Danger zone, Key, Door with button, Trampoline. |
| Movement and physics | Moving platform, Ball, Ice floor, Bridge, Stairs. |
| Characters | Character, Patrolling character, Character that follows you. |
| Scenery and signs | Tree, 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:
| Project | What 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 project | The 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."
- Click a shape or a prefab.
- 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".
| Gesture | What it does |
|---|---|
| Click in the panel and click in the scene | Places one piece and drops the tool. |
| Shift + click in the scene | Places the piece and keeps placing: good for several in a row. |
| Double click in the panel | Places the piece at the center of the view. |
| Drag from the panel to the viewport | The piece stays where you drop it. |
| Esc or right click | Finishes without placing. |
Material#
Below the prefabs is Material. It applies to the selected pieces and to the next ones you place.
| Part | Options |
|---|---|
| Color | 25 colors. |
| Finish | mate, brillante, neon or cristal (matte, glossy, neon or glass). |
| Pattern | liso, cuadros, franjas or rejilla (plain, checks, stripes or grid). |
| Ready-made materials | Grass, 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#
| Gesture | What it selects |
|---|---|
| Click | One piece, or its whole group if it is grouped. |
| Shift + click | Adds another piece to the selection. |
| Double click | A single piece of a group. |
| Alt + click | A zone that is behind a piece. |
| Ctrl+A | Every piece. |
| Esc | Drops 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.
| Tool | Keys | What it does |
|---|---|---|
| Select | 1 or Q | Only selects. |
| Move | 2 or W | Three arrows, one per axis. Drag one and the piece slides in that direction. |
| Resize | 3 or R | Stretches the piece along an axis. |
| Rotate | 4 or E | Rotates the piece around an axis. |
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.
| Control | Key | What it does |
|---|---|---|
| World / Local | L | With World, the arrows follow the world's axes. With Local, the piece's: useful if it is rotated. |
| Snap to grid | G | Turns the position snap on or off. |
| Position snap | The grid step. On opening it is 0.5. | |
| Angle snap | The step when rotating. On opening it is 15°. | |
| Size snap | The 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#
| Action | Shortcut |
|---|---|
| Duplicate the selection | Ctrl+D |
| Copy and paste pieces | Ctrl+C and Ctrl+V |
| Delete the selection | Del 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.
- Select the first piece.
- Holding Shift, click the others.
- 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:
| View | Key |
|---|---|
| Perspective | 5 |
| Top | 6 |
| Front | 7 |
| Side | 8 |
The Top, Front and Side views show the scene with no vanishing point: they are for aligning pieces.
The second is the shading: Lit, Unlit or Wireframe. Wireframe draws only the edges and lets you see what is behind each piece.
At the top right of the viewport are the other controls:
| Control | Key | What it does |
|---|---|---|
| Fly speed | How fast the camera flies with the right button and W A S D. | |
| Difficulty shown | All, or the scene as it is on one difficulty. | |
| Bot path | B | Draws the test bot's route. |
| Helpers | H | Shows or hides the grid, the zones, the spawn points and the lights. |
| Frame | F | Centers 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.
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:
| Toggle | Shortcut | What it does |
|---|---|---|
| Eye | Ctrl+H | Hides the piece while editing. The game does not change: the piece is still there when you play. |
| Padlock | Ctrl+L | Locks 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.
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.
| Category | What it has |
|---|---|
| Transform | Position (center), Rotation (degrees) and Size (width, height, length), each with X, Y and Z. |
| General | Name (id), by which the rules and the code name the piece, and Shape. |
| Material | Color, Finish and Pattern. |
| Physics | The kind of physics, Solid, Visible in the game, Bounce, Friction and Weight. |
| Movement | Automatic movement. |
| Tags | The piece's tags. |
| Difficulties it appears on | Easy, Normal and Hard. |
In a blocks project, a loose piece also shows, above Transform, the Program with blocks button: see Blocks mode.
Physics#
| Field | What it is |
|---|---|
| Physics | Fixed: does not move by itself, Dynamic: can be pushed or Scenery: no collision, no touch events. |
| Solid | Checked, the player collides with it. Unchecked, you pass through it, but touches still count: that is how coins work. |
| Visible in the game | Unchecked, 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.
| Option | What it asks for |
|---|---|
| None | Nothing. |
| Back and forth | Where it goes, Seconds per leg and Wait at the ends. |
| Spins | Degrees 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".
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#
| Setting | What it does |
|---|---|
| Sky | day, 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 height | The height below which the player is considered to have fallen off the world. |
| Day and night | The 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 fog | Adds fog in the distance. |
Adding a zone or a light#
At the end of Details is Add to the scene.
| Button | What it adds |
|---|---|
| Zone | An 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…". |
| Light | A 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#
- Content browser: save what you built to use it again.
- No-code rules: make the pieces do something.
- Kinds of game: the views and their parameters.