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The Interface

Since 1.30 every window, menu, dialog, the main HUD and the phone layout are built from one small kit of parts and one set of colours. This page is the map: where things are and what the shapes mean. Nothing you can do changed — every shortcut, setting, scrub field and panel works as before; only the look and a few placements moved.

One accent colour

Blue marks what you can act on or have selected: the armed tool, a switch that is on, the chosen chip, a primary button, the focus ring. Orange is kept for things that are live — Play, recording, streaming — so it stands out where it matters. A Shared or This device badge beside a heading says who a setting affects, instead of a paragraph explaining it.

The light theme and every custom .theme.json restyle all of it; see Themes & Appearance.

The main HUD

  • The toolbar at the bottom is one glass bar: Move, Rotate, Scale, Interact, Play (the only orange button), then the windows you keep there (Objects, Node editor, Explorer, Animation…). The accent fill marks the armed tool or an open window. It is still yours to arrange — right-click any button; see The toolbar.
  • The logo (top-left) opens the main menu, grouped as Project · Scene · Collaborate · App.
  • The Connect bar (top centre) shows your ID — click it to copy your invite link — the field to join someone, and the status as a badge. Once you are connected it collapses to a chip: a status dot, the session, the avatars of who is here and your mic. Click the chip to open the full bar again. While the link to the signaling server is down it says for how long ("Reconnecting · 2 min"); the attempt count is in Connect ▸ Info. See Connection.
  • Top right: scene notes, the notification bell (with a count) and the peers list sit in one group beside your picture, which opens your profile menu (Customize character, Profile settings).
  • Toasts are calm cards under the Connect bar, at most three at a time; more collect behind +N more. See Toasts.
  • Someone who is speaking in voice chat gets a soft green ring on their avatar.
  • Buttons are 36–38 px with a mouse and grow to 44 px on a touch screen.

The command palette (Ctrl+K)

Ctrl+K opens one search box over everything: tools (Move, Scale, Interact…), windows (Explorer, Objects, the Profiler…), menu items and every setting. Type a few letters, move with ↑ ↓, press Enter to run it; Esc or a click outside closes it. Picking a setting opens Settings already searching for that row. The palette is listed in the shortcut sheet (?) and can be rebound there like any shortcut.

Windows and tabs

Every docked or floating window — Explorer, Objects, Chat, AI assistant, Notes, the Notification centre, the node editor, Flow code, Animation, UV, Shader, HUD editor, Profiler, the Code workspace — has the same header: icon, title, the window's own actions, then pin and close in the same places. Windows in one group, and the views in the bottom dock, share one tab strip: pill tabs with the view's icon and their own ✕ to close that view (it shows on the active tab and when you point at one); a docked view no longer repeats its name under its tab. More tabs than fit scroll sideways (the wheel or a swipe; the strip fades where more tabs are hidden) while + stays in place. Moving, docking, splitting and tabbing work exactly as before — see Floating windows.

Lists scroll with a thin scrollbar that appears only while you scroll or point at them; there are no chunky native scrollbars anywhere.

The right-click, Add (Shift+A) and viewport menus share one style: 32 px rows, an icon per row, shortcuts right-aligned, quiet section labels.

Right-click an object and the everyday actions come first — Properties, Rename, Duplicate, Delete — then Focus, Ping and Add note, then the editing modes. Rarer work is one level down: Transform ▸ (align to ground, origin, pivot…), Mesh ▸ (convert, boolean…), Physics & effects ▸ (joints, particles, flow effects), Prefab ▸ on a placed prefab copy, and Save as… ▸. Every action and its shortcut is still there.

Dialogs

Modules, Sessions, Checkpoints, Templates, Storage, Publish / Export, Import and every confirmation share one dialog style: a header with the title and close, tabs directly under it where a dialog has them, one scrolling body and the answers bottom-right. Each view has one emphasised action; a destructive answer is red. Escape, a click outside and the close button behave as before. Customize character is a drawer you can resize by its edge — see Your Character.

On a phone

Below 640 px wide the app switches to a phone layout with less on screen and nothing missing:

  • Top: the logo (main menu) on the left, a Connect chip in the middle — tap it for your invite link, the join field, Info and Toasts — and the notification bell and your picture on the right.
  • Bottom bar: Add · Objects · Play · Explorer · More. Play stays the only orange control. More holds the rest: Chat, the AI assistant, Notes, the node editor and every other window, the viewport tools and stats.
  • Make the bar yours: More ▸ Edit bar…, or a long press on any tab, picks which views take the four slots (More always stays). The choice is kept on this device; Reset goes back to the default.
  • The selection toolbar appears only while something is selected: Move, Rotate, Scale, Inspect, Undo and Redo. With nothing selected — just looking around — there is no toolbar; More ▸ Edit has Undo, Redo, Select multiple and Interact mode.
  • Sheets sit above the bottom bar. Objects, Explorer and the other docked views, the Inspector, Notifications, Add and More open as bottom sheets with a handle — drag (or tap the handle) between peek, half and full height — and the bar with Play stays visible and tappable. The selection toolbar rides on top of whatever sheet is open, so you can pick an object in Objects and move or undo without closing it. Each sheet reopens at the height you left it, on this device. The menus you open by long-pressing the scene are short-lived action sheets that may cover the bar until you pick something or tap outside.
  • Editors fit a phone: the Animation window shows one pane at a time, the Shader editor gives the canvas the whole screen with the palette and properties as sheets, and every toolbar that does not fit — UV editor tools, Profiler controls — scrolls sideways (with a fade where more is hidden); nothing is out of reach.
  • Settings is a list you tap into, with ‹ Back on every page; Settings and dialogs open full-screen and cover the logo while they are open.

Touch targets are at least 44 px, switches 51 × 31, and text fields use 16 px text so the browser never zooms.

For module authors

Every part shown here is on the /kit page of the app, in every state, and module panels can use the same parts — see The UI kit.