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Controls
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← Getting Started · Cameras & HUD →
Keys are grouped by mode. The camera (flight) controls work at all times; the editor controls only apply while the editor is open (Tab or `); chat captures all typing while open (T).
The HUD has three modes — see Cameras & HUD for the full layout description:
- PLAY — minimal: a crosshair + chat hint over full-screen 3D.
-
OVERLAY-EDIT (
Tab) — the editor panels overlaid on full-screen 3D. -
DOCKED-EDIT (
`) — a Unity/Blender-style layout: the 3D in a centre viewport with a Toolbar on top, a Status bar on the bottom, a navigable Hierarchy on the left, and a grouped Inspector on the right.
The editing controls are identical in both edit modes; only the presentation differs. Flight controls still work while editing. The layout reflows when you resize / zoom the terminal.
| Key | Action |
|---|---|
| W / S | Move forward / backward (relative to where you look) |
| A / D | Strafe left / right |
| Space / C | Fly up / down (fly mode) — in a gravity world, Space jumps and C is unused |
| F1 | Toggle fly ↔ walk. In a gravity world the default is walk (gravity pulls you down, you stand on the floor/objects, can't pass through them); fly mode restores free up/down flight and passes through objects |
| F7 | Cycle the body view 1st-person → 3rd-person → 2nd-person (see Cameras & HUD) |
| F8 | Cycle the active view through your body view and every placed camera object |
| F9 | Toggle split-screen: SINGLE (full screen) ↔ a 2-way LEFT | RIGHT split |
| ← / → | Look left / right (yaw) |
| ↑ / ↓ | Look up / down (pitch) |
| Q / E | Roll camera left / right |
| R | Reset roll to level |
| Z / X | Zoom in / out (FOV narrower / wider, 20°–120°) |
| V | Reset FOV to default |
| = / - | Increase / decrease your camera light power |
| P | Cycle render detail 1 → 2 → 3 → 4 → 1 (lower = faster) |
| T | Open chat (online) — a contained box; PgUp/PgDn or ↑/↓ scroll history; Enter sends, Esc closes |
| Esc | Quit the app (while chatting, Esc closes the chat instead) |
Gravity is a per-world setting (enabled in the Create world dialog). With gravity off, the camera always free-flies. With gravity on, you start as a walking character — press F1 any time to switch to free-fly for building/inspecting.
| Key | Action |
|---|---|
| Tab | Toggle the overlay editor (Play ↔ Overlay-Edit) |
| ` | Toggle the docked editor (Play ↔ Docked-Edit) |
| G | Cycle the spawn type (cube / sphere / cylinder / cone / pyramid / ramp / flatpicture / light / camera / any models/ mesh) |
| B | Spawn the current type in front of the camera (authority only) |
| F | Aim-select: pick the object under the crosshair |
| [ / ] | Select previous / next object (in the docked Hierarchy, moves the selection and scrolls to keep it visible) |
| , / . | Move the field cursor up / down in the properties panel / Inspector |
| N / M | Decrease / increase the value of the highlighted field (authority only) |
| Enter | Type an exact value into the highlighted field — the Name (text) or any numeric field (parsed + clamped on Enter; Esc cancels). In the docked Inspector, Enter on a section header collapses/expands it. Enum/toggle fields aren't typed — use N/M (authority only) |
| I / K | Move the selected object along +Z / −Z (authority only) |
| J / L | Move the selected object along −X / +X (authority only) |
| U / O | Move the selected object up / down (+Y / −Y) (authority only) |
| Delete | Delete the selected object (authority only) |
| F2 | Toggle shadows on/off (authority only, live-synced) |
| F3 | Toggle the BVH acceleration on/off (authority only, live-synced) |
| F4 | Toggle the camera headlight on/off (authority only, live-synced) |
| F6 | Toggle the floor platform on/off (authority only, live-synced) |
| F5 | Save the world back to worlds/<name>.json (authority only)
|
In an online session, only the authority (the server, or a local solo session) can spawn/move/edit/delete/save. A connected client can open the editor to select and inspect objects, but its changes never affect the shared world.
| Key | Action |
|---|---|
| type | Enter your message |
| Enter | Send |
| Backspace | Delete a character |
| PgUp / PgDn or ↑ / ↓ | Scroll the history |
| Esc | Cancel without sending |
Use , / . to move the field cursor and N / M to step the highlighted field. For a faster, exact change, press Enter to type a value into the highlighted field: the Name (text) or any numeric field (Pos/Rot/Scale/Spin, R/G/B/A, Pale, Mass, Bounce, Friction, RollFric, TexScale, Radius, Power, and the light fields). The typed value is parsed and clamped to the field's valid range on Enter; Esc cancels; an empty or invalid entry is ignored. Enum/toggle fields (Collide, Gravity, Collider, Texture, TexFace, TexFilter, Kind, Shape) are not typed — cycle them with N/M.
The editable fields depend on the selected object's type:
- Mesh / cube / cylinder / cone / pyramid / ramp — Pos X/Y/Z, Rot X/Y/Z, Scale, Spin, R/G/B/A, Pale, Texture, TexScale, TexFace, TexFilter, Collide, Gravity, Collider, Mass, Bounce, Friction, RollFric.
- Flat picture — Pos X/Y/Z, Rot X/Y/Z, Scale, R/G/B/A, Pale, Texture, TexScale, TexFace, TexFilter — a visual panel (no physics fields; non-colliding).
- Sphere — Pos X/Y/Z, Radius, R/G/B/A, Pale, Texture, TexScale, TexFace, TexFilter, Collide, Gravity, Mass, Bounce, Friction, RollFric.
- Camera — Pos X/Y/Z, Rot X/Y/Z, Kind (Fixed / Follow), Target (the object id a Follow camera tracks), Name. A camera's rotation follows the view convention: Rot X = roll (spins the image), Rot Y = yaw, Rot Z = pitch — use Y/Z to aim it.
- Platform — Pos X/Y/Z, Shape/Size (or Width × Depth), R/G/B/A, Pale, Collide, Gravity.
-
Light — Pos X/Y/Z, Power, Influence, R/G/B/A, Pale, Kind, then per kind, then Gravity:
- Point: nothing extra.
- Directional: Dir X/Y/Z, Spin.
- Spot: Dir X/Y/Z, Cone (half-angle), Beams (1–8 fanned cones), Shape (Circle / Square / Triangle), Spin.
- Area: Dir X/Y/Z, Size (half-extent), Spin.
Color is edited as four R / G / B / A channels (0–255 each): full 24-bit color plus an A (alpha) channel that is the object transparency. A separate Pale value (0–1) is the color transparency — it washes the surface's own color toward white without affecting see-through or shadow. Collide / Gravity are on/off toggles; they read Off (locked) and can't be enabled when the world's Collision / Gravity switch is off. See Physics for Collider, Mass, Bounce, Friction, RollFric, and Textures for Texture, TexScale, TexFace, TexFilter.