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Controls

How to move the camera, select and transform objects, and find every keyboard shortcut — on desktop and in VR.

Viewport navigation

  • Orbit — drag with the left mouse button (right-drag also orbits; a quick right-click tap opens the context menu instead).
  • Zoom — mouse wheel.
  • Fly — hold WASD to pan on the camera's horizontal plane, Q/E to fly down/up, hold Shift for 3× speed.
  • FocusF frames the selected object.
  • Camera bookmarks — save the current view from the right-click menu (Camera bookmarks ▸ Save current view), recall with Shift+15.

Selection

  • Click an object to select it — the transform gizmo attaches.
  • Double-click it to open its properties (right-click ▸ Properties and the object list do the same). Pin the properties panel if you'd rather it followed every selection.
  • Click empty space to deselect.
  • Shift+click adds or removes objects from a multi-selection (the last-picked object is the primary).
  • Shift+drag on empty space draws a box-select marquee.
  • Ctrl+A selects everything in the scene. Inside a mesh editing session it keeps its other meaning — select every face, edge or vertex — so the two never collide.
  • Ctrl+D duplicates the selection — see Duplicating for what a copy brings with it.
  • Selecting an object locks it for other peers (one lock per person); a locked object shows who holds it, and its right-click menu offers Request control to ask for a handover.

What double-click does

Opening properties is the default, but it is a setting: Settings ▸ Selection lets double-click open properties, enter mesh editing, select everything of the same kind, or focus and isolate the object instead.

Isolate hides everything else rather than fading it — fading would mean writing to materials that other people are sharing.

Very small objects

An object scaled — or animated — down to almost nothing has no surface left to click. It gets a small dot drawn at its origin so there is something to aim at, and a click near that dot selects it.

Note

At exactly zero scale the viewport click does not reach it yet; select it from the object list instead. That one is a known gap.

Selecting without a keyboard

On a phone or tablet there is no Shift to hold and no right-click, so the same two gestures are available as a mode. Settings ▸ Interface ▸ Touch tools puts round Undo, Redo and Multi-select buttons beside the logo — on by default on phones and narrow windows.

With Multi-select on:

  • a tap adds to the selection instead of replacing it, and
  • a drag on empty space draws the box-select marquee.

It works the same inside a mesh editing session, on vertices, edges and faces. Everything else already has a touch path: long-press the viewport for the right-click menu, and the + button opens the same create menu.

Duplicating

Ctrl+D (or right-click ▸ Duplicate) makes a working copy. A copy is a copy of everything that belongs to the object, not just its shape:

Comes along
geometry, transform, children always
material and its texture slots always, as its own detached copy
physics, origin, camera settings always
animation clips yes — the copy plays its own
object flow graph yes, with fresh node ids
shader graph yes — otherwise the copy would render frozen

An embedded Object Flow node inside a copied graph keeps pointing at the object it referenced. Re-aiming it at the copy is a decision only you can make, so it is left alone.

Each of the last three can be switched off in Settings ▸ Scene ▸ Duplicate if you would rather a copy came out bare. An object that inherits the scene default shader keeps inheriting it — it does not get a private snapshot.

Editing a multi-selection

The properties panel edits everything you have selected, not just the last object you clicked. Change a colour, a material, a shadow flag or a physics setting and it applies to the whole set as a single undo step; a row whose objects disagree shows a dash until you set it.

Transform rows on a multi-selection drive the selection's origin rather than each object's absolute position — typing a value moves the set as a whole instead of collapsing it onto one plane. Name, uuid and geometry stay single-object: click the one object for those.

Transform gizmo

Key Mode
1 Move (translate)
2 Rotate
3 Scale

Snapping is configured from the right-click menu under Snapping — grid steps and snap-to-surface, plus snapping onto real geometry: vertices, edges, faces and other objects, optionally turning the object onto the surface it lands on. See Snapping.

Inside mesh edit

1/2/3 keep meaning Move / Rotate / Scale inside an Edit Mesh session — they are what you reach for mid-edit. The element modes (vertices, edges, faces) are on Tab and Shift+Tab.

Each object's origin

Every object carries its own origin — the point it rotates, scales and hinges around. The properties panel's Transform section has one-click presets — Bottom, Centre, Median, World 0, and Children for a group — or you can place it by hand:

  • Move origin switches the gizmo to the pivot: drag it (or type coordinates) and the mesh stays put. Grid and surface snapping still apply. Press Done when it's where you want it.
  • Pick from mesh… opens Edit Mesh so you can put the origin on real geometry: click a vertex — or Ctrl+click both ends of an edge to hinge on it — then press Set origin here.
  • Bottom puts the pivot on the footprint, so the object sits on the ground.
  • Flow Spin and Orbit, and physics joints, all turn about the origin you set — that is how you hinge a door.

The origin travels with the object: it replicates, saves, undoes, and is baked in on GLTF export.

Numeric fields

Every number in the app is the same control: drag it to scrub, or type into it for live updates. / step by one unit — hold Ctrl for ×10, Shift for ×100 — and Esc reverts what you typed.

That includes the numbers inside node editor cards, shader nodes and the animation window — dragging one of those scrubs the value without dragging the card. Scrubbing an animation key or a shader parameter is one undo step, not one per pixel.

Fields that hold a distance or an angle also accept a typed unit (12cm, 4in, 90deg) — see Units.

Floating windows

The toolboxes, the Explorer, the flow and animation windows and the panels all behave the same way: drag the header to move, drag the bottom-right corner to resize. A window can never be sized past the edge of the screen — the resize corner always stays reachable — and double-clicking the corner resets it to its default size while leaving it where you parked it. Size and position are remembered per window.

Keyboard shortcuts

Shortcuts are inert while you type in a text field and while play mode owns the keyboard. The same list is shown in Settings ▸ Shortcuts (Ctrl+/ opens it directly).

Finding a setting

Settings is grouped into Interface (theme, notifications, windows, lists and menus), Controls (keyboard, mouse and trackpad), Scene (grid, shadows, autosave and everything about the scene itself), then VR, AI, Connection, Shortcuts and About. If you don't know which one holds what you want, type in the search box at the top — it filters every section at once, and the ✕ clears it.

Keys Action
1 / 2 / 3 Gizmo: move / rotate / scale
W A S D Fly the camera (horizontal)
Q / E Fly down / up
Shift (hold) Fly 3× faster
F Focus the selected object
Ctrl+D Duplicate the selection (whole set)
Delete / Backspace Delete the selection (a group asks first)
Tab Toggle mesh edit mode (Esc also exits)
O Toggle the object list
N Toggle the node editor
C Toggle chat
Shift+A Open the Add menu
P Start / stop the physics simulation
` Toggle the AI quick-prompt bar
Ctrl+S Save a session
Ctrl+Z Undo
Ctrl+Y / Ctrl+Shift+Z Redo
Shift+15 Recall camera bookmark 1–5
V (hold) Push-to-talk while the mic toggle is off
Ctrl+/ Show the shortcut list

Right-click menus

Empty viewport — a quick right-click opens the scene menu:

  • Add — the full primitive catalog (meshes, building blocks, lights) plus empty groups; objects spawn at the clicked point.
  • Undo / Redo.
  • ‹Selected object› ▸ — Focus, Duplicate, Align to ground, Edit mesh, Add note, Delete (shown only while something is selected).
  • Tools — Draw mode (drag 3D strokes on surfaces, or click out an editable spline), Measure distance, Simulate physics.
  • Snapping — enable/disable and step sizes.
  • View — grid on/off, Screenshot.
  • Camera bookmarks — save/recall/clear views.

An object (viewport or object list) — Focus camera, Properties, Duplicate, Save as prefab, Edit mesh, Sculpt mesh, Add note, Ping this object, Rename, Show/Hide, and Enable/Disable flow effects. Alt+click pings anywhere in the scene.

With several objects selected, the menu acts on the whole set — the entries are counted ("Delete 4 objects") — and adds Group selection, Convert to mesh (merge them into one editable mesh, materials kept) and the Physics ▸ Weld / Hinge pair.

VR basics

Enter VR from the headset button (WebXR). The essentials below get you started; the VR Guide has the full control and radial-menu map.

  • Radial menu — press B/Y on your menu hand to toggle it (or, in hold mode, hold the button and release over a sector). It contains Objects, Add, Scene, Tools (Select / Box Select / Draw), Undo/Redo, Chat and System (grid, settings, mic, exit VR).
  • Hand tracking — hands have no B/Y, so pinch and hold (about half a second) on the menu hand to toggle the radial menu; a quick pinch stays a normal click.
  • Trigger points and selects; grip grabs and moves objects; gripping with both hands grabs the world itself to reposition yourself.
  • Floating panels (menu, objects, properties, keyboard, chat…) can be grabbed and repositioned with the grip.

Note

Everything above replicates: selection locks, transforms, notes, pings and draw strokes are all visible to your peers in real time.