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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. A two-finger swipe on a trackpad pans instead; see The mouse wheel if yours does the wrong thing.
  • Fly — hold WASD to pan on the camera's horizontal plane, Q/E to fly down/up, hold Shift for 3× speed. These keys fly only while the 3D view has the keyboard — if a panel has it, click the 3D view first (see Keys follow the panel you are in).
  • Focus — F frames the selected object.
  • Camera bookmarks — save the current view from the right-click menu (Camera bookmarks ▸ Save current view), recall with Shift+1…5.

The mouse wheel

A scroll over the viewport is classified by what the device is, not by how big one tick was: a mouse wheel zooms, a two-finger swipe pans, and a pinch zooms. High-resolution wheels — a Steam Deck trackpad in wheel mode, a hi-res mouse on Linux — send tiny ticks that used to be mistaken for a swipe; they zoom now.

If the guess is still wrong on your hardware, pick it yourself: right-click the viewport ▸ View ▸ Mouse wheel and choose Zoom (mouse wheel), Pan (trackpad swipe) or Auto-detect. The same switch is Settings ▸ Controls ▸ Trackpad gestures, next to the two-finger pan, pinch zoom and reverse-pan toggles. The first time a scroll pans, a one-time toast points you at that menu.

Settings ▸ Controls ▸ Wheel diagnostics shows the last eight wheel events over the viewport — the delta on each axis, the browser's wheel value, and how each one was classified and why. It is there for the odd machine: if a wheel refuses to zoom, copy those rows into a bug report.

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.
  • New objects do not open the properties. Adding a primitive, placing a pack item or prefab, or pasting selects the new object but leaves the properties panel closed; if the panel is already open, it switches to the new object.
  • 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.
  • Alt+click cycles through everything under the cursor, front to back — see Inside and behind water.
  • 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.

Edit and Interact

The editor has two click modes. Switch with the Interact mode cell on the bottom bar (it sits between the transform tools and Play — the default order is Move, Rotate, Scale, Pivot, Interact, Play, Object list, Node editor, Explorer, Animation), or press I:

  • Edit (the default) — every click selects, so every object, module pieces included, can be picked and moved.
  • Interact — clicks and drags work the way they do in play, without starting the game: piano keys play, buttons press, On Click nodes fire, and a press on a crate carries it while a simulation runs. Nothing gets selected.

Interact keeps your selection for later. Turning Interact on clears the selection — no outline, no gizmo: you are playing, not editing — and turning it off brings back what was selected, minus anything deleted meanwhile. If you picked something else while in Interact (from the Objects list, say), that newer choice is kept instead. On a phone the selection toolbar stays up while Interact is on, so you can turn it off again.

Play is the third mode, entered with the play button as before.

In Edit inside a running game, every object can be moved: a body you drop stays where you put it (it is parked out of the simulation) until you leave Edit.

FPS and draw calls — Settings ▸ Interface ▸ Viewport shows a small counter in any mode: frames per second, frame time, draw calls and triangles. Draw calls turn amber above 120 and red above 150, the budget of a Quest headset; in VR the same counter is a strip in front of you.

Clicking through glass

A see-through wall no longer steals the click from what is behind it: shells that are nearly transparent, or marked Click-through in the viewport (Properties ▸ Object), are skipped. To reach something that is still covered, click the same spot again (a moment after the first click, so it is not a double-click) — each repeat selects the next object down under the cursor, and wraps round.

Inside and behind water

Since 1.25 a click selects what is inside or behind a water volume — the fish in the Aquarium, the duck in the Fluid tank toy, the stones on the seabed. With nothing behind it (the open ocean, the very edge of a surface) the click takes the water itself.

  • Alt+click cycles through everything under the cursor, front to back: the first Alt+click takes the frontmost (often the water), the next one on the same spot the object behind it, and so on, wrapping round. A small chip by the cursor says "2 of 4 · Fish orange"; screen readers hear "Selected 2 of 4: Fish orange".
  • Hold Alt to preview: a box marks what an Alt+click would select, with the same chip. Let go of Alt and the preview disappears.
  • The object list always reaches every object, whatever is in front of it.

Alt+click in the Aquarium: the chip by the cursor says 2 of 3 · Fish orange

Configure Scene ▸ Advanced ▸ Selection passes through chooses what clicks go through:

Option Default What it does
Water on water volumes and particle-fluid tanks let clicks through
Transparent surfaces off any see-through material (glass, a 0.5-opacity panel) lets clicks through
Triggers off trigger volumes (physics sensors, the Water/trigger collision group) let clicks through

It is saved with the scene and shared with everyone in it. Surfaces below 25 % opacity and objects marked Click-through in the viewport always let clicks through, as before.

In games, clicking, carrying and the VR laser skip water and trigger volumes: the laser ends on the fish, not on the water in front of it, and a press reaches what it ends on. A lone trigger with nothing behind it can still be clicked. A game that wants its rays to stop at water or triggers sets play.rayHits: {water: true, triggers: true} in its scene's play block.

Ping moved

Since 1.25 Ctrl+Alt+click pings a spot for everyone (it used to be Alt+click). Ping here in the right-click menus is unchanged.

The Alt preview and the chip are desktop-only; in VR the laser itself shows the target. The cycle order is by distance along the ray, and objects nested inside a group are picked as the group.

Module content in the object list

Things a module builds outside the scene (the Untangle board, a piano, a generated dungeon) are listed in the object list's Module content section. Click a row to frame it; its menu hides it on your screen or opens the module's toolbox. The rows are read-only — the module rebuilds that content itself.

The object list from the keyboard

Click anywhere in the object list (O opens it) to give it focus, and the tree walks from the keyboard:

Keys Does
↑ / ↓ Move through the visible rows, selecting as you go
Shift+↑ / ↓ Extend the selection
→ Expand a group — or step into its first child if it is already open
← Collapse a group — or jump to the parent if it is already closed
Home / End First / last row
Enter Open the object's Properties
F2 Rename inline (Enter commits, Esc cancels)
type a name Jump to the first object starting with those letters; one letter pressed again cycles
Delete / Backspace Delete the selection
F Frame the selection in the 3D view
Ctrl+D / Ctrl+A Duplicate the selection / select all
Esc Hand the keyboard back to the viewport

The list never flies the camera: WASD and Q/E do nothing while it has the keys.

↓ in the list's Search objects… box drops you into the results. Type-ahead matches what you typed first, so a Cyrillic name is reachable by its own letters, and falls back to the physical key so a Latin name is still reachable on a non-Latin layout.

Dragging a selection in the object list

Drag any selected row in the object list and the whole selection comes along:

  • drop it on a group and they move into it;
  • drop it on any other object and they become its children;
  • drop it on the list's empty area or its header and they go back to the top level.

World positions are kept and a drop is one undo step. An object cannot be dropped into its own child. Local-only objects (ones not shared with the session) dropped onto a shared parent become shared, as before.

What double-click does

Opening properties is the default, but it is a setting: Settings ▸ Scene ▸ Selection ▸ Double-click action offers Open properties, Edit mesh, Focus and isolate and Select same type.

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, off by default with a mouse. With a mouse, Edit positions arranges that row too, and its menu's Show cluster turns it on.

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. On a phone the same toggle is Select multiple on the selection toolbar.

Tapping to select on a touch screen

  • Tap an object to select it; tap it again to deselect it.
  • With Select multiple on, each tap toggles that object in or out of the selection.
  • A double-tap still does your double-click action (by default: open its properties).
  • To reach an object hidden behind another, use the Objects list. (A mouse can still click the same spot again, or Alt+click, to select what is behind.)

Duplicating

Ctrl+D (or right-click ▸ Duplicate) makes a working copy of what is selected — right after you create something, that is the new object. With nothing selected, Ctrl+D says so and creates nothing. 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 its own detached copy — unless you ask them to be shared
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.

Sharing one material

Settings ▸ Scene ▸ Duplicate ▸ Share materials changes what a copy gets. Off — the default — a duplicate gets its own copy of the material, so editing one leaves the other alone. On, the copy and the original are one material: an edit to either changes both, for everyone in the session. Geometry is always copied either way.

It is your setting, not the scene's: two people in one session can reasonably disagree about how they duplicate. What it produces — the link itself — is scene data, and replicates like anything else.

An object whose material is shared says so in its Material section: This material is shared with N other objects — editing it here changes them too, for everyone. Unlink beside it gives that one object its own copy back and leaves the rest sharing.

The link survives everything a copy normally survives: saving and reloading the scene, undo, a peer duplicating the object again, and a late joiner arriving afterwards. The one thing that cannot share is an object with more than one material slot — it is left copying, rather than half-linked.

Editing a multi-selection

Select several objects (Shift+click, box select, Ctrl+A) and open Properties: the panel says Editing N objects, and every row applies to all of them.

Properties with three objects selected: Editing 3 objects, the Pivot row, and a Geometry section that reaches only the two boxes

  • Shared values show; differing values show a dash. A slider, number or list whose objects disagree reads —, a checkbox shows the in-between state, and a material or emission colour says (mixed) under the picker.
  • Setting a dashed row sets every object to the new value — type into a dashed Roughness, tick an in-between Cast shadow, pick any entry in a dashed list.
  • One edit is one undo step for the whole selection, and Ctrl+Z puts each object back to its own previous value. Since 1.26 Visible, Cast / Receive shadow, Render order, Frustum culled and every Light row (colour, intensity, distance, decay, angle, penumbra, shadow bias / softness / map size) undo too.
  • Several lights selected together are edited together; a row only some light types have (a spot light's Angle) reaches the lights that have it.
  • Your peers see the change in one step: the whole selection's edit travels as one message.

Name, uuid, LOD, Water and particle emitters stay single-object, and Geometry reaches only the objects of one shape type (the panel says which) — click the one object for those. Transform rows on a multi-selection move, turn and scale the set about its pivot rather than each object's own numbers: typing a value moves the set as a whole instead of collapsing it onto one plane.

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.

Hiding the gizmo, and getting the selection back

Pressing the key of the mode that is already active hides the gizmo and the selection, so you can look at the object with nothing in the way. Pressing any mode key brings the same selection back in that mode — a multi-selection comes back whole, with the origin you placed by hand, and inside Edit Mesh the face, edge or vertex you had picked comes back too. The gizmo button under Gizmo & pivot in the Edit Mesh toolbox does the same thing as the key, and G counts as a mode key, so it recalls as well.

An object that was deleted, or that a peer locked in the meantime, is left out and a toast says how many were skipped.

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.

Typing a rotation honours it. Once an object has an origin, a rotation or scale typed into the Transform rows turns it about that origin — the same thing a gizmo drag does — instead of about its own local zero. That matters most for a group: a group made by dragging objects together, or with /group, sits at world zero, so its origin is one right-click away — Origin ▸ Centre of children, World zero or Reset origin on the group's right-click menu. Lights have an origin too: give a sun one and Rotate swings it around that point (see Lights).

The pivot of a multi-selection

With several objects selected, what the set rotates and scales about is a choice — one setting, in three places:

  • the Pivot button on the toolbar, next to Scale: its icon and tooltip name the current mode, and a click steps to the next one;
  • the Pivot dropdown in the properties panel's Transform section, or right-click ▸ Pivot point;
  • in VR, Settings ▸ Editing ▸ Pivot point (see Grabbing a selection).
Mode Turns about
Median point the centre of the selection (the default)
Active object the origin of the object you picked last — in VR, the one you grip
Individual origins each object's own origin, so a row of doors all swing on their own hinges
Parent origin the origin of the parent they all share — offered only when they share one

The gizmo drag, the typed rows and a VR grip all obey it. Moving is never per-object: a translation moves the set as one. An origin you placed by hand with Move origin overrides the mode until you select again.

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.

Since 1.25 that holds for every slider and number field inside a node — every node type, and the knobs in a behaviour's Open view: a drag changes the value, never the node and never the whole graph, and the behaviour view no longer flickers the cursor.

A behaviour's Open view in the node editor: the params' knobs on the left drag their value, not the graph

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

Number fields and undo

Since 1.27 every number field you can drag — the Inspector's Position / Rotation / Scale and its other values, shader-node vectors, and the Animation window's length, speed, fps, step and key fields — works the same way with undo:

  • One drag is one undo step. However far you scrub, one Ctrl+Z puts the value back where the drag started. (Before, a shader vector took two, and the Animation window's length, fps and step took one per pixel moved.)
  • One typed edit is one undo step. Click a field, type a value (it applies as you type) and press Enter: that is one step, even if you paused between keys.
  • Esc cancels typing. It puts back the value the field had before you started, as it already did for arrow-key steps, and leaves nothing on the undo stack.
  • Undo shows at once. After Ctrl+Z the Position / Rotation / Scale rows show the restored numbers straight away — before, they kept the old number until you clicked something, and dragging from it made the object jump.
  • The Animation window's playback Speed is undoable now too.
  • Selecting a shader node is not an edit. Clicking a node in the Shader editor selects it on your screen only: it adds no undo step and is not sent to the other people in the session.

Copy, paste and reset values

Since 1.34 every value in the Properties panel and in Configure Scene can be copied, pasted and reset — one number, a whole vector (Position / Rotation / Scale), a colour, a choice, an on/off switch, or a whole section (all of Transform, all of Material…). What you copy is plain text, so you can paste it into a notepad or a code editor, edit it there, and paste it back.

Where:

  • Right-click a value (desktop) or press and hold it (phone or tablet): Copy, Paste, Reset to default.
  • Right-click a vector's name (Position): Copy vector, Paste vector, Reset, and Paste X / Y / Z only. Right-click one of its X / Y / Z boxes for that single number.
  • Right-click a section header (TRANSFORM): Copy section, Copy as JSON (indented, for a code editor), Paste section, Reset section. With several objects selected: Paste to all selected (N).
  • Keyboard (as in Blender): point at a field or a section header and press Ctrl+C / Ctrl+V (⌘C / ⌘V on a Mac). While you are typing in a box, Ctrl+C / Ctrl+V copy text as usual.

Properties of a Box with Position right-clicked: Copy vector (Ctrl+C), Paste vector (Ctrl+V), Reset, and under One axis Paste X only, Paste Y only, Paste Z only

The TRANSFORM section header right-clicked: Copy section, Copy as JSON, Paste section and Reset section

What the clipboard holds:

Copied Text
one value 1.25
a vector position: 1.25, 0, -3
a colour #ff8800
a choice Median point (the label you see)
a section {"transform":{"position":[1.25,0,-3],"rotation":[0,90,0],"scale":[1,1,1]}}

Numbers are in the units the panel shows (Settings ▸ Units) — metres, centimetres… — and rotations in degrees.

What you can paste: a number; 1, 2, 3; 1 2 3; Vector3(1, 2, 3); new THREE.Vector3(1, 2, 3); [1, 2, 3]; (1, 2, 3); position: 1, 2, 3; {"x": 1, "y": 2, "z": 3}; { x: 1, y: 2, z: 3 }; the JSON blocks above; several name: value lines (a section); a unit suffix (12cm, 0, 4in, 90deg); colours as #f80, #ff8800, 0xff8800, rgb(255, 128, 0) or [1, 0.5, 0]; true / off.

  • A vector pastes into any vector: copy a Position and paste it as a Scale.
  • A section paste applies only the keys that section has.
  • If the clipboard holds the wrong kind of thing, the paste is refused with a short reason (Expected x, y, z — the clipboard holds one number) and nothing changes.
  • Every paste is one undo step — one value, a vector, a section or a paste to all selected; one Ctrl+Z puts it back.

Reset to default is greyed out where a row has no known default. The first Paste from a menu may ask the browser for clipboard permission; Ctrl+V over a field never asks. Text boxes (names, banner text) keep the browser's own text menu.

Text selection

Dragging across a menu, a toolbar or a panel does not paint a text selection, and a drag that starts in the 3D view or the node editor never selects text. Text fields, code, chat, logs and help text stay selectable as usual. Settings ▸ Interface ▸ Allow text selection everywhere turns selection back on in all the interface (this device only).

The menu on a phone

The logo menu fits a short screen — a landscape phone, or a docked Connect bar — and scrolls with a finger, with no visible scrollbar. On a folding phone it stays right through folding and unfolding with the page open.

Floating windows

The toolboxes, the Explorer, the flow and animation windows and the panels all behave the same way: drag the header (or, since 1.35, any empty part of the window) 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.

A window also keeps its header: it cannot be dragged so far down that the header hides under the Controls pill, the bottom band on a touch or narrow screen, the dock, or a browser overlay — there is always something left to grab. A tall toolbox parked near the bottom scrolls its body instead of losing its head.

A right-click while you drag a window — by its title bar, a resize corner or a tab — no longer pops up the browser's menu; a normal right-click elsewhere behaves as before. Tabs that sit in a window's title bar, like the undocked Code window's, can be clicked, while the title bar around them still drags the window.

Move a window by any empty part of it (since 1.35): press and drag anywhere on a floating window that is not a control — the filter row's padding, the empty space under a list, the space around a table — and the window moves, with a mouse or a finger. A plain click or tap still does what it always did: buttons press, filters toggle, rows select. Lists that scroll, text fields, sliders, graphs and 3D views keep their own drag. A window that is a tab of a group moves by its tab strip, as before.

Dock it by dragging. Drag a floating window (by its header or its body) onto the dock's tab strip to make it a dock tab at that spot, onto the bottom edge to add it at the end, or to the left or right edge (or over an open sidebar) to make it a sidebar tab. A highlight shows where it will land before you let go. This works on a touch screen too — on an unfolded phone or a tablet the same targets are there.

Moving a floating window

A floating window dragged by its header over a sidebar, the dock's tab strip, the bottom edge or another window's header docks there by default — the target lights up and says what will happen (Add as tab, Move to dock, a marker between dock tabs, a highlighted header). Under the target a second line reads Hold Ctrl to place without docking (Cmd on a Mac).

Hold Ctrl (Cmd) while you drag to place the window floating exactly where you drop it, even on top of a sidebar or the dock: every dock target stands down, and a small label beside the pointer reads Placing without docking — release Ctrl to dock. You can press or release the key at any moment during the drag; the target follows the key at once. It works for a single window, a window group dragged by its tab strip, and a tab torn out of a group.

The floating Objects window dragged over the right sidebar: it turns see-through, the sidebar column is outlined and the target reads Add as tab, with Hold Ctrl to place without docking underneath

The same drag with Ctrl held: the outline and the target are gone, the Objects window lies over the sidebar as it will be dropped, and a label beside the pointer reads Placing without docking — release Ctrl to dock

On a touch screen there is no key to hold: drop the window anywhere it is not over a target, or press and hold a docked window's tab and pick Undock into a floating window to take it out as a floating one.

The window menu

Right-click a floating window's header — or press and hold it on a touch screen — for:

Entry What it does
Dock to bottom the window becomes a tab of the bottom dock
Move to left sidebar / Move to right sidebar the window becomes a tab of that sidebar
Float (undock) on a tab of a window group: takes that window out of the group
Group with… lists the other open windows that can share tabs (the toolbox cannot; Statistics can since 1.39)
Bring to front puts it above the other floating windows
Reset size back to its default size, where it is
Close closes it

The same menu opens on a tab of a floating window with tabs. The header itself is unchanged.

The floating Objects window's header right-clicked: Dock to bottom, Move to left sidebar, Move to right sidebar, Float (undock) greyed because it already floats, Group with… open on Chat, Bring to front, Reset size and Close

For the bottom dock's own buttons — Undock, Split, closing a view from its tab, Dock all tabs on a floating window — and for docking a window into an exact slot by dropping it on the dock's tab bar, see Windows and tabs.

Docking to a screen edge

Drag a window's header to the left or right edge of the screen and a blue strip appears: let go and it docks on that side, out of the way of the viewport. Drag its header back into the middle and it floats again, where it was before.

Since 1.33 each side has one sidebar, and every window docked there is a tab of it — next to Configure Scene / Properties and the Objects list. Drop a window on a side that already has a sidebar (Add as tab lights up) and it joins as a tab; a second window on an edge no longer splits the column. A layout saved with two windows stacked on one edge comes back as two tabs. Since 1.34 every window that docks at the bottom can be a sidebar tab, with no second header, and every drop is highlighted first (Float here, Move to dock, Add as tab). Switching tabs, the tab menu, dragging a tab, the width and Full height are described in Sidebars.

Docking needs the wider layout: a computer, a tablet or an unfolded phone, where since 1.35 a finger drags a window onto the same targets. On a folded phone the panels are tabs of the bottom dock instead.

Workspace layouts

Save the windows you have open — which panels, docked or floating, their sizes, the sidebars and the bottom dock, tab groups — and the toolbar under a name, and switch between arrangements in one click.

  • Where: Menu ▸ Layouts, or Settings ▸ Interface ▸ Windows & chrome ▸ Workspace layouts.
  • Save: arrange the windows, type a name, press Save. Saving under a name you already have (in any case) updates that layout.
  • Use: click a saved layout to apply it. Rename or delete it from the same list.

Menu ▸ Layouts opens the list as a regular dialog; Esc, its ✕ or a click outside closes it. On a folded phone it is the Layouts tab of the bottom dock instead (also on the dock's +) — see The dock on a phone.

Layouts are kept on this device. A reload still starts with a clean slate: a layout is applied only when you pick one.

A layout keeps the toolbar too (since 1.33): which buttons are on it and where it sits, the corner buttons, the top-right group, the touch tools, and the lift and Always on top switches. Since 1.35 it also keeps where every button cluster sits and whether it is rotated, the Connect bar's Pinned / Float choice, and the dock's splits. The desktop and the phone are kept separately in the same layout: saving on a computer (or an unfolded phone) stores the desktop toolbar, saving on a folded phone stores the phone bar, and saving the same name on the other one adds its part without touching the first. Applying a layout brings back both. The list marks each layout with a monitor and/or a phone icon for the parts it holds. Layouts saved before 1.33 restore the windows only and leave the toolbar as it is.

The toolbar

Since 1.30 the toolbar is one glass bar where the accent marks the armed tool or an open window and Play is the only orange button; on a touch screen its buttons are 44 px. See The Interface.

Pressing a toolbar button never takes the keyboard: the keys stay with whatever had them — this holds for the bottom toolbar, the Connect bar, the touch tools, the draw, sculpt, spline and mesh-edit toolboxes and module toolboxes. So "press Move, then F" still frames the selection from the 3D view.

The bar at the bottom of the screen is yours to arrange. Right-click (or long-press) any of its buttons. Since 1.34 a right-click anywhere on the toolbar — between two buttons, on its edge — opens the toolbar's menu (Edit positions, Move toolbar, Always on top, Customize toolbar…), never the browser's; so do the round corner buttons. A button's own menu has:

Entry What it does
Swap with ▸ exchange this button for one that is not on the bar
Edit positions drag every button into place on the bar itself — see Edit positions
Move left / Move right one place along the bar — past the play button when it is next
Hide button take it off the bar (Customize toolbar brings it back)
Move toolbar move the whole bar: with a mouse it follows the pointer — click to place it, the arrow keys nudge, Esc puts it back; on a touch screen drag the bar with your finger and lift to place it, or press Cancel above the bar. Disabled on a screen too narrow to move it
Reset toolbar position back to the middle
Always on top paint the bar over the dock and floating windows (by default they cover it)
Lift toolbar above docked panels on by default: while the Node editor or the Explorer is docked at the bottom, the toolbar moves up above the dock
Lift corner buttons above docked panels off by default: the round corner buttons (chat, microphone, AI assistant, add…) move up above the dock too; off, the dock covers them
Collapse / Expand toolbar shrink the bar down to the play button, and back
Customize toolbar… a checklist of every tool, the two corner stacks included: tick to show, untick to hide, ▲/▼ to reorder; Edit positions… at the top; Reset toolbar goes back to the default buttons and order

The two Lift switches are also in a corner button's right-click menu, next to Always on top, and in Settings ▸ Interface ▸ Windows & chrome.

The "…" button

The … at the right end of the bar opens Customize toolbar…. Since 1.34 it is a button like any other: right-click it for the toolbar menu, choose Hide button to take it off the bar, or untick … (Customize toolbar) in Customize toolbar…. In Edit positions it carries a red −, and the bar's green + offers it back. It always sits at the end of the bar. With it hidden, Customize toolbar… is still the last row of every toolbar button's right-click menu.

When the buttons do not fit

When there is not room for every button — you switched them all on, or a pinned sidebar takes part of the bottom edge — the buttons that do not fit move into a » button at the end of the bar. They leave from the right end first (in the order you arranged them), and Play never moves. Click » for the hidden buttons: they work exactly as on the bar, and the list ends with Customize toolbar…. Make the sidebar narrower (or unpin it) and the buttons come back by themselves — nothing is switched off, and Customize toolbar… still lists them as on the bar. Edit positions always shows every button, wrapping onto more rows when it needs to.

The toolbar and sidebars

  • Full-height sidebars: the toolbar never slides under one. Dragging it, or Move toolbar, stops at the sidebar's edge, and leaves room for the corner buttons beside it.
  • Edit positions lays its bar beside any open sidebar, full height or not, moving the bar only as far as it has to; while it runs, the corner buttons and the buttons beside the logo sit beside any open sidebar too. Outside it, the buttons beside the logo follow a pinned (full-height) left sidebar, like the logo.
  • The top of the screen jumps, it does not slide (since 1.36): when a sidebar is pinned, unpinned or closed, the logo, the buttons beside it, the corner buttons, the profile and the Connect bar move to their new place at once.
  • Lift corner buttons above docked panels, when on, also moves the corner buttons beside a full-height sidebar on their side, and back down to the bottom edge when the dock is hidden.

Edit positions

Right-click any button on the bottom toolbar — or press and hold it on a touch screen — and pick Edit positions. Every place you can arrange switches to edit mode at once.

Moving the clusters

Since 1.35 the screen has six clusters you can place anywhere: the toolbar, the bottom-left and bottom-right corner buttons, the buttons beside the logo, the top-right buttons and the Connect bar. (The logo and your profile picture stay where they are.) In Edit positions every cluster has a small grip:

  • Drag the grip to move the whole cluster anywhere. It snaps to the screen's edges and centre lines, the sidebar edges and the other clusters — a dashed guide line shows what it snapped to. Clusters never overlap each other, the logo or the profile: dropped on top of something, a cluster moves to the nearest free spot.
  • Tap the grip (or right-click / long-press any button of the cluster) for its menu: Move, Rotate to vertical / Rotate to horizontal (the toolbar stands on the left edge; corner buttons lie in a row), Reset position, Reset all positions, Hide cluster / Show all (the toolbar cannot be hidden — Play lives there). The Connect bar does not rotate; its menu has Pin to top row / Float instead.
  • The Connect bar's menu works outside Edit positions too (since 1.36): right-click the Connect bar — or press and hold it on a touch screen — for Move, Pin to top row / Float, Reset position and Reset all. A moved Connect bar stays where you put it.
  • The buttons beside the logo are hidden by default on a computer. In Edit positions their menu's Show cluster turns them on (it switches on Settings ▸ Interface ▸ Touch tools), and their grip moves them like every other cluster.
  • The budget chip (Quest 3% beside the toolbar) is a cluster too since 1.39. Drag its grip — or the chip itself — anywhere; it snaps like the others and keeps its place in your layouts. Its menu (tap its grip, or right-click it) ▸ Reset position puts it back beside the toolbar (or left of it, or above it, when there is no room). Its red − hides it — a hidden chip is drawn faint in Edit positions with a green + to bring it back — and so does unticking Budget chip in Customize toolbar… (on by default).
  • ✓ applies, Esc cancels. A cluster keeps its relative place: on a smaller window, after folding or unfolding a phone, beside a pinned sidebar or above the dock. Workspace layouts carry the places and rotations.

Edit positions with Touch tools on: every cluster has a small grip under it — the Undo, Redo and Multi-select row beside the logo, the Connect bar, the top-right group, the bottom toolbar and both corner stacks — and every button still carries its red − with green + slots

Edit positions: the budget chip has its own grip and red − right of the toolbar

After Rotate to vertical and Rotate to horizontal: the toolbar stands on the left edge with Play in its middle, and the bottom-left corner buttons lie in a row

Edit positions with a mouse: the buttons beside the logo are drawn faint (hidden by default on a computer) and their grip menu is open — Move, Rotate to vertical, Reset position, Reset all positions, Show cluster and Show all

Arranging the buttons

Single buttons move between the clusters as before. The places that take buttons:

  • The bottom toolbar and the two bottom corners.
  • The top-right group — Scene notes, Notifications and Connected peers, left of your profile picture. Notifications and Connected peers always stay in this group, because their panels open from that corner; Scene notes can go anywhere. Connected peers only shows while someone is connected, but in edit mode its place is always drawn so you can move it. Remove every button from this group and it disappears completely — no empty box; in Edit positions it shows again, with a + to put buttons back.
  • The row beside the logo (the touch tools: Undo, Redo and Multi-select) — since 1.34 with a mouse too, not only on a touch screen. Reorder them, drag one onto the bottom toolbar or into a corner, remove them, or put other buttons beside the logo. Once you change that row it stays shown (this switches on Settings ▸ Interface ▸ Touch tools); an empty row shows nothing. Workspace layouts keep it.
  • The Connect bar at the top carries a red − to hide it — see The Connect bar.
  • The main menu button and your profile picture stay where they are.

Then:

  • Drag any button to a new place: along the bar, into a corner, the top-right group or the row beside the logo. Play can move along the bar but always stays on it.
  • The small red − on a button removes it.
  • A stack shows one green + for its next place; it opens a list of every button from Customize toolbar… that is not placed yet (Play is never in it). Pick one to put it there.
  • Each corner — and the top-right group and the row beside the logo — holds up to four buttons; once a stack holds four, its + is gone. By default the left corner has the AI assistant and the + (add) button, the right corner Chat and the microphone.
  • With the keyboard: Tab to a button, then the arrow keys move it (← / → along the bar and into the corners, ↑ / ↓ inside a corner) and Delete removes it.
  • The round green ✓ at the top right of the toolbar applies the new layout. Esc, or a click anywhere else, cancels it.

Edit positions on a computer: every button has a red −, green + slots sit at the ends of the bar and on top of each corner stack, a grip sits beside the bar and each corner stack, and the green ✓ applies

Edit positions reaching the top right: the notifications and Explorer buttons in the top-right group carry a red − with a green + for its next place, the left corner holds four buttons and no +, the right corner shows one +, and every cluster has its grip

The top of the screen in Edit positions with a mouse: Undo, Redo and Multi-select beside the logo carry a red − with a + for the next place, the Connect bar has its own red −, the top-right group shows a + for its next place, and each of the three clusters has its grip underneath

The menus name buttons by their short name — Pivot, Microphone; the toolbar's own tooltips still tell you the pivot mode and how to talk.

The layout is saved on this device, like Customize toolbar…. Reset toolbar (in Customize) or Settings ▸ Reset window positions puts everything back. A custom button order no longer shows the wrong icons after a reload. On a folded phone the app shows its own phone bar instead — arrange it by dragging items between More and the bar; there More can come off the bar and Play can move along it (see The phone bar and More).

The play button's right-click menu chooses how you play — Play (desktop), Enter VR, Enter AR passthrough (greyed out where the device cannot) — and, in a scene that is a game, Test play (start from the menu), which resets the game to its menu and starts from the Start screen. See Build a Game Loop. On a folded phone, press and hold Play for the phone's version of this menu — Play as, Test play, Move left / Move right and Arrange the bar…; see On a phone.

The Connect bar

Since 1.35 the Connect bar is either pinned or floating. Open its drawer (the chevron) and use the Pinned / Float button (the lock in the drawer's header), or right-click the Connect bar (press and hold it on a touch screen) — since 1.36 in or out of Edit positions — for Move, Pin to top row / Float, Reset position and Reset all:

  • Pinned to the top row — a full-width bar along the top; the corner buttons drop below it. The default on a touch screen (an unfolded phone). With a sidebar open below it, the bar's corner on that side is square.
  • Float — the centred pill, the default with a mouse. When the top row is too full for it, it shrinks to its compact form (the status dot and the chevron); tap the dot for the full bar, and it grows back by itself when room returns.

The floating Connect bar right-clicked outside Edit positions: its menu reads Move, Pin to top row, Reset position and Reset all positions (the last two greyed while the bar is in its default place)

Each kind of screen (touch or mouse) remembers its own choice, and layouts carry it. On a folded phone Connect is the chip in the phone's top bar, unchanged.

  • Hide or show it: in Edit positions the Connect bar at the top has a red −; press it to hide the bar. A + Connect stays in its place until you press ✓, and brings it back whenever you edit again. Or untick Connect bar in Customize toolbar… (section Top). On a folded phone the Connect chip stays.
  • Hidden stays hidden: buttons you hide (for example Notifications) stay hidden everywhere — after a reload and on the folded phone as well.

See also The Connect panel.

The Settings window

Settings (logo menu ▸ Settings) is a window with a grouped menu of categories on the left — on a phone, a list you tap into — a search box in the header, and one row per setting. Changes save as you make them. Since 1.26 it has its own page: see Settings.

Keyboard shortcuts

Ctrl+K opens the command palette: one search over tools, windows, menus and every setting.

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), where a click on a shortcut's keys rebinds it and Reset all puts the defaults back.

The keys in the table are the 3D view's: they fire while the 3D view has focus. A panel you click in gets its own keys — see Keys follow the panel you are in.

Every keyboard layout works. A letter shortcut is matched by the letter printed on the key when there is one — AZERTY, Dvorak and QWERTZ keep their own labels — and by the key's physical position otherwise, so G, F, Ctrl+Z and WASD work on Russian, Greek, Hebrew, Arabic and CJK layouts without switching. Where the browser can tell, Settings ▸ Shortcuts shows your layout's own label beside each letter (п on your layout); where it cannot, a note says letter shortcuts follow the QWERTY position.

Finding a setting

Settings is grouped into General (Interface, Controls, Input, Touch controls, Shortcuts), Workspace (Scene, Explorer, Node types, Export) and Devices & services (VR, AI, Connection, Privacy), with About & what's new at the bottom. If you don't know which one holds what you want, type in the search box: it matches names, descriptions and the words people use — dark finds the theme, southpaw finds Swap sticks. See Finding your way.

Keys Action
1 / 2 / 3 Gizmo: move / rotate / scale (again on the active mode: hide; any mode key: bring the selection back)
G Move (grab) — same as 1
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)
Ctrl+A Select all objects (inside Edit Mesh: every element)
Delete / Backspace Delete the selection (a group asks first)
Alt+click Cycle the selection through everything under the cursor (inside and behind water)
Ctrl+Alt+click Ping a spot for everyone
Esc Leave isolation; leave focus mode while it is on
Ctrl+Space Focus mode — maximize the area under the pointer (the 3D view alone, or a docked window filling the whole window with the viewport picture-in-picture); again to restore
Z Cycle the render mode: Shaded → Shaded + AO → Wireframe
Tab Enter mesh edit mode — inside it Tab cycles Vertices / Edges / Faces; Esc exits
I Edit / Interact mode — in Interact, clicks play with the scene instead of selecting
M Toggle element snapping
O Toggle the object list
N Toggle the node editor
T Show / hide the tool dock (with nothing docked it opens empty, ready for a drop)
Ctrl+B Show / hide the left sidebar (its tabs stay open)
Ctrl+Alt+B Show / hide the right sidebar
Alt+E / F / A / U / S / H Explorer / Flow Code / Animation / UV editor / Shader editor / HUD editor
C Toggle chat (from the 3D view only)
Shift+A Add an object at the cursor (enable in Settings)
P Start / stop the physics simulation
Ctrl+Enter Play / enter VR (right-click the play button for modes)
` Toggle the AI quick-prompt bar
Ctrl+S Save the scene
Ctrl+Shift+S Save a checkpoint
Ctrl+Z Undo
Ctrl+Y / Ctrl+Shift+Z Redo
Shift+1…5 Recall camera bookmark 1–5
V (hold) Push-to-talk while the mic toggle is off
Ctrl+/ Show the shortcut list
? Keyboard cheat sheet (every panel, the focused one first)

Inside an Edit Mesh session the bare letters E I G S B F X / W J and the loop keys (L, Ctrl++/-, Ctrl+I) belong to the mesh tools — see Mesh Editing. That is why the panel shortcuts above use Alt: they keep working while a mesh session is open. Since 1.23 the mesh tools' keys can be rebound too, in their own Mesh edit group of Settings ▸ Shortcuts.

In the viewport picture-in-picture — the small 3D view shown while a docked window is maximized (see The viewport picture-in-picture) — these keys work while the pointer is over it. They have their own Viewport picture-in-picture group in Settings ▸ Shortcuts:

Keys In the viewport picture-in-picture
W / E / R Move / Rotate / Scale
F Frame the selection with the picture-in-picture's own camera
1 / 2 / 3, G, Delete, Ctrl+D… as in the 3D view

Over a field in Properties or Configure Scene, Ctrl+C / Ctrl+V copy and paste that value (or a whole section over its header) — see Copy, paste and reset values.

Keys follow the panel you are in

A shortcut fires only in the panel that has focus — the one you last clicked. The table above is the 3D view's, and the node editor has its own set: see Node editor: keyboard, groups and notes. Press ? anywhere for a cheat sheet of every panel's keys, the focused panel first.

Since 1.25 this covers every panel and tool window, docked or floating: the Explorer, the Inspector, the node editor's chrome, a behaviour's graph view, the code workspace, the HUD editor, Animation, UV, Shader, Flow Code, the Profiler, previews, chat… Clicking in one gives it the keyboard, and the panel that has the keys shows an outline.

  • W A S D / Q E never fly the camera from a panel, and the 3D view's own letters (C chat, 1/2/3, P, M…) do nothing there. Click the 3D view to give it the keys back.
  • T, N and O (the tool dock, the node editor, the object list) are window management, so they also work from a panel. So do Ctrl+B / Ctrl+Alt+B — except inside the code workspace, where they toggle its own sidebars.
  • Global keys work everywhere: Ctrl+Z / Ctrl+Y (also with a checkbox or slider focused, and inside the Profiler timeline), Ctrl+S, Ctrl+Enter, the Alt+letter panel toggles, ? and V (push to talk).
  • The object list keeps its own keys and the scene's selection keys — see The object list from the keyboard.
  • A panel that has no keys of its own simply ignores the 3D view's letters: click the 3D view first to fly. Inside a text field or the code editor, typing is always typing.

The ? cheat sheet and Settings ▸ Shortcuts list Panels and tool windows and Object list among the places keys belong to.

Right-click menus

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

  • Search objects… — find an object in the scene by name (off by default: Settings ▸ Interface ▸ Lists & menus ▸ Object search in menu).
  • Add — the full primitive catalog (meshes, building blocks, architecture — walls, doors, windows and stairs — cameras, lights, water, effects, a fluid tank) plus empty groups; objects spawn at the clicked point.
  • Undo / Redo, Ping here.
  • Selected ▸ — the selected object's own menu (shown only while something is selected).
  • Tools — Node editor, Draw mode (drag 3D strokes on surfaces, or click out an editable spline), Measure distance, Simulate physics (and Reset simulation while one runs), Recording… (a turntable or flythrough video).
  • Snapping — position / rotation / scale steps, snap to surface, element snapping, More snapping settings… (see Snapping).
  • View — Show grid, Grid & axes settings…, Show helpers in Play (debug), the Mouse wheel mode, Scene look…, Screenshot.
  • Module tools — the toolboxes of installed modules.
  • Camera bookmarks — Save current view, the saved views, Manage saved views…, Clear bookmarks.

An object (viewport or object list) — Focus camera, Duplicate, Group selection / Ungroup, Origin and Pivot point, Convert to mesh, Transform ▸ (Drop to ground, Align, Distribute), Preview camera (on a camera); Edit: Properties, Rename, Edit shader, Edit mesh, Edit spline, Sculpt mesh; Physics & effects: Physics ▸ Weld / Hinge, Effects, Enable / Disable flow effects; Share: Add note, Ping this object, Save as…; and Delete. Ctrl+Alt+click pings anywhere in the scene (since 1.25; Alt+click now cycles the selection).

Every right-click menu can be typed into. Start typing and the menu turns into a filtered list of every entry in it, submenus included; ↑/↓ walk the rows, Enter runs one, and with nothing typed → opens a submenu and ← goes back. Esc unwinds one step at a time — the text, then the search, then the submenu, then the menu. Rows show their keyboard shortcut on the right. The search list's height can be dragged, and each kind of menu remembers it. On a touch screen nothing pops a keyboard up unless you tap the search row.

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. With exactly two meshes selected, right-click the first one for Boolean (union, subtract, intersect — see Mesh Editing).

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). Its first ring is Objects, Add, Scene, Tools, Redo, Undo, Chat and Settings (every VR setting, the microphone, exit VR); the hub is Selected when something is selected.
  • 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.