# Keyboard, mouse and menu reference The tables in this chapter (except the mouse table) are generated from the editor's own list of tools and commands, so they always match your version – including plugins. **Help → Shortcut sheet (printable)…** prints the keys on one page. Single keys without **Ctrl** or **Alt** (tool keys, **F**, **H**, **Delete** …) work while the mouse is over the viewport or nothing is being typed; they never fire while a text field has the focus. ## Mouse | Input | Action | |---|---| | Click / **Shift+click** / **Ctrl+click** | select / add / toggle | | Drag in empty space | box selection (**Shift** adds, **Ctrl** removes) | | Double-click | select and frame | | **Right mouse** held + mouse | look around; **W A S D** fly, **Q** / **E** down / up, **Shift** faster, wheel = fly speed | | Mouse wheel | zoom towards the cursor | | **Ctrl+middle** / **Alt+right** drag | zoom | | **Alt+left** drag | orbit | | **Middle** drag | pan (Fusion 360, Unity / Unreal) or orbit (Blender) | | **Shift+middle** drag | orbit (Fusion 360), pan (Blender, Unity / Unreal) | | Double-click **middle** | frame the whole level (Fusion 360) | | View cube: click / drag / house | look from that side / orbit / home view | | **Ctrl** while dragging | invert snapping | | **Esc** while dragging | cancel the drag | The middle-button bindings follow the navigation preset (**View → Navigation**, see [Navigation presets](04-navigation.md#navigation-presets)); **Help → Viewport navigation** shows the cheat sheet of the active preset. ## Keys Every tool has its own single key, and no key is used twice (a unit test checks this for the built-in tools and every plugin): * **Q W E R** – select, move, rotate, scale (as in most 3D programs) * Geometry: **B** brush, **T** tiles, **K** collision, **M** paint texture (material), **V** paint vertex colours * Objects: **P** place, **O** coin line / arc, **N** waypoint paths (nodes), **J** zones & triggers * Environment: **Z** teleport / environment zones, **U** lights (bulb), **Y** visibility regions * Commands use the other letters (**F** frame, **G** snap, **H** hide, **L** lock, **I** eyedropper, **C** collision view, **X** local space) or **Ctrl** / **Shift** combinations. ### Tools | Key | Tool | What it does | |---|---|---| | **B** | Brush | Brush: draw blocks, platforms, ramps, stairs, walls, water … on the ground or on surfaces; drag the handles of a selected brush to resize it | | **E** | Rotate | Rotate: green ring = turn about the vertical axis (everything); red/blue rings turn brushes freely (tiles and objects only turn about the vertical axis) | | **J** | Zones & triggers | Zones & triggers (J): drag the corner handles of box zones and the radius knob of triggers | | **K** | Collision | Collision: paint collision materials (exit floor 16, death 30, …) per polygon or brush face, switch brush faces' collision on/off | | **M** | Paint texture | Click faces to give them the current texture; Shift+click picks a face's texture (eyedropper) | | **N** | Waypoint paths | Waypoint paths (N): select an object, click to add nodes, drag nodes, Del removes | | **O** | Coin line / arc | Coin line / arc (O): two clicks place a line or a circle of coins | | **P** | Place objects | Place objects (P): click to place the palette type on the ground, drag objects to move, drag the knob to rotate | | **Q** | Select | Select: click, Shift+click adds, Ctrl+click toggles, drag for a box | | **R** | Scale | Scale: brushes (floors, boxes, meshes) – drag a gizmo axis or the centre | | **T** | Tiles | Tiles: paint tile models onto grid cells, pick, erase, raise/lower and swap tiles | | **U** | Lights | Place point lights: click to place, drag to set the radius | | **V** | Paint vertex colours | Vertex colour brush for tiles (Ctrl+click picks a colour) | | **W** | Move | Move: drag the gizmo arrows/planes, or drag an object over the ground | | **Y** | Paint regions | Paint visibility regions on grid cells (Ctrl+click picks a region) | | **Z** | Zones | Teleport / environment zones: click a cell to add a zone, click again for its target | ### Commands with a shortcut | Key | Command | Menu | |---|---|---| | **Ctrl+N** | New level | File | | **Ctrl+Shift+O** | Open original level | File | | **Ctrl+O** | Open project | File | | **Ctrl+S** | Save | File | | **Ctrl+Shift+S** | Save as | File | | **Ctrl+W** | Close level | File | | **Ctrl+Q** | Close editor | File | | **Ctrl+Z** | Undo | Edit | | **Ctrl+Y** | Redo | Edit | | **Ctrl+X** | Cut | Edit | | **Ctrl+C** | Copy | Edit | | **Ctrl+V** | Paste | Edit | | **Ctrl+D** | Duplicate | Edit | | **Delete** | Delete | Edit | | **Ctrl+Shift+C** | Copy objects (for other levels) | Edit | | **Ctrl+Shift+V** | Paste objects at view centre | Edit | | **Ctrl+A** | Select all | Edit | | **Ctrl+Shift+A** | Select none | Edit | | **Shift+S** | Select similar | Edit | | **H** | Hide selection | Edit | | **Alt+H** | Show all hidden | Edit | | **L** | Lock selection | Edit | | **I** | Texture eyedropper | Edit | | **Ctrl+,** | Preferences | Edit | | **F** | Frame selection | View | | **Home** | Frame level | View | | **Numpad 5** | Perspective | View → Camera | | **Numpad 7** | Top | View → Camera | | **Numpad 1** | Front | View → Camera | | **Numpad 3** | Side | View → Camera | | **Ctrl+Shift+L** | Look through camera (pilot) | View → Camera | | **X** | Gizmo in local space | View | | **G** | Snap to grid | View | | **C** | Show collision | View | | **Ctrl+Shift+T** | Texture manager | View → Panels | | **Shift+V** | Vertex colours only | View | | **Ctrl+Shift+K** | Script | View → Panels | | **Ctrl+B** | Build | Level | | **F5** | Play | Level | | **Shift+F5** | Play from camera position | Level | | **Ctrl+Shift+I** | Import objects of a world | Level | | **Ctrl+[** | Turn left 90° | Geometry | | **Ctrl+]** | Turn right 90° | Geometry | | **Ctrl+Shift+D** | Array duplicate | Geometry | | **F1** | Manual | Help | | **Shift+F1** | Getting started | Help | | **Ctrl+F1** | Keyboard shortcuts | Help | | **Ctrl+Shift+Z** | Redo | (keyboard only) | ## Keys inside tools | Tool | Keys | |---|---| | Brush | **Enter** type the height, **Esc** cancel, **[** / **]** turn 90°, **Page Up** / **Page Down** raise / lower | | Tiles | **[** / **]** rotation, **Page Up** / **Page Down** height, **Shift+click** pick | | Paint texture | **Shift+click** pick a face's texture | | Collision | **Shift+click** pick a material | | Waypoint paths | **Ctrl+click** insert before, **Backspace** / **Delete** remove a node | | Zones | **Shift+drag** set the facing, **[** / **]** turn | | Paint vertex colours, Paint regions | **Ctrl+click** pick | ## In the game during a play-test | Key | Action | |---|---| | **Escape** | quit straight back to the editor (Level → Escape quits the play-test) | ## Menu reference Every menu command with its shortcut and a short description. ### File menu | Command | Key | What it does | |---|---|---| | New level… | **Ctrl+N** | Create a new level from a template | | Open original level… | **Ctrl+Shift+O** | Edit one of the game's levels | | Open project… | **Ctrl+O** | Open a .llamalevel project | | Save | **Ctrl+S** | Save the project | | Save as… | **Ctrl+Shift+S** | Save the project under a new name | | Close level | **Ctrl+W** | Close the project | | Import mesh (OBJ, glTF)… | | Import an OBJ or glTF model as level geometry (preview, size, textures, collision) | | Import texture… | | Import PNG/JPG images as textures (colour reduction, blend class, packing) | | Export level WAD… | | Build the level and save the game file (.wad) somewhere | | Export selection as OBJ… | | Mesh, UVs, vertex colours, textures (PNG) and collision for Blender | | Export level as glTF… | | The level (or the selection) with textures and vertex colours as .glb / .gltf (Blender, viewers) | | Close editor | **Ctrl+Q** | Close the editor | ### Edit menu | Command | Key | What it does | |---|---|---| | Undo | **Ctrl+Z** | Undo the last change | | Redo | **Ctrl+Y** | Redo what was undone | | History | | Show all changes; click one to go back to it | | Cut | **Ctrl+X** | Cut the selection | | Copy | **Ctrl+C** | Copy the selection | | Paste | **Ctrl+V** | Paste next to the original | | Duplicate | **Ctrl+D** | Duplicate the selection (one cell east) | | Delete | **Delete** | Delete the selection (waypoints: the chain is relinked) | | Copy objects (for other levels) | **Ctrl+Shift+C** | Copies objects with their waypoints and brushes to the system clipboard (paste into any level) | | Paste objects at view centre | **Ctrl+Shift+V** | | | Select all | **Ctrl+A** | Select everything that is visible | | Select none | **Ctrl+Shift+A** | Clear the selection | | Select similar | **Shift+S** | Objects of the same type / tiles of the same model | | Hide selection | **H** | Hide the selection in the viewport (editor only: it is still built – tiles have Exclude from build in the inspector) | | Show all hidden | **Alt+H** | Show everything that was hidden | | Lock selection | **L** | Locked items stay visible but cannot be clicked in the viewport | | Replace texture pixels… | | Replace the current texture's pixels with an image | | Texture eyedropper | **I** | Pick the texture of a face in the viewport | | Preferences… | **Ctrl+,** | Autosave, play-test save slot, theme | ### View menu | Command | Key | What it does | |---|---|---| | Frame selection | **F** | Frame the selection (F) | | Frame level | **Home** | Show the whole level (Home) | | Navigation → Fusion 360 (on/off) | | Mouse bindings like Fusion 360 | | Navigation → Blender (on/off) | | Mouse bindings like Blender | | Navigation → Unity / Unreal (on/off) | | Mouse bindings like Unity / Unreal | | Camera → Perspective | **Numpad 5** | Back to the perspective view | | Camera → Top | **Numpad 7** | Look straight down (orthographic) | | Camera → Front | **Numpad 1** | Front view (orthographic) | | Camera → Side | **Numpad 3** | Side view (orthographic) | | Navigation → View cube (on/off) | | | | Navigation → Home view | | | | Gizmo in local space (on/off) | **X** | Gizmo axes in world or local space (X) | | Snap to grid (on/off) | **G** | Snap moves and rotations to the grid (G; Ctrl while dragging inverts it) | | Show collision (on/off) | **C** | Show collision polygons coloured by material (C) | | Camera → Look through camera (pilot) (on/off) | **Ctrl+Shift+L** | | | Navigation → Viewport preferences… | | | | Show waypoints of all objects (on/off) | | | | Dark theme (on/off) | | Switch between the light and dark theme | | Show back faces (on/off) | | Draw the back sides of one-sided faces (invisible in the game) hatched instead of hiding them | | Fog preview (on/off) | | Game fog of the zone the camera is in | | Light objects (LGHT preview) (on/off) | | | | Vertex colours only (on/off) | **Shift+V** | Show the baked/painted vertex colours without textures | | Panels → Texture manager | **Ctrl+Shift+T** | Pages, textures, usage and animations | | Panels → Script | **Ctrl+Shift+K** | Strat script of the selected object type | ### Level menu | Command | Key | What it does | |---|---|---| | Level settings… | | Name, chapter, grid size, death plane, feature flags | | Check for problems | | List problems that would break the level (missing start, exits …) | | Build | **Ctrl+B** | Validate the level and build its WAD (in the background) | | Play | **F5** | Build the level, install a temporary copy and start the game directly in it (no menus; when the game exits, the copy is removed and your mod selection restored) | | Play from camera position | **Shift+F5** | Play-test with the llama standing on the ground point in the middle of the view, facing the camera direction | | Play boots straight into the level (on/off) | | Off: Play starts at the main menu with the map cursor on the level (no change to groove.exe) | | Escape quits the play-test (on/off) | | In a play-test the pause key (Escape) ends the game at once, back to the editor | | Keep play-tested level in LlamaMod (on/off) | | Off: Play installs a temporary copy that is removed when the game exits. On: the level stays in LlamaMod's mod list (Mods → Levels) after testing | | Add to LlamaMod… | | Copy the level into LlamaMod's level folder as a normal level mod (on its TestLevel chapter or original slot), to play it from LlamaMod or share the mod list | | Bake lighting… | | | | Environment zones | | | | Visibility regions | | | | Import objects of a world… | **Ctrl+Shift+I** | Copy object types (enemies, pickups, platforms …) of another world into this level | | Rebuild object catalogue | | Scan all levels of the CD again (thumbnails, sizes) | | New object type from script… | | Create a custom object type from strat source text | ### Geometry menu | Command | Key | What it does | |---|---|---| | Brush tool | | Draw blocks, platforms, ramps, stairs, walls, water … (B) | | Tiles tool | | Paint, pick, erase, raise and swap tiles (T) | | Collision tool | | Paint collision materials, switch brush faces' collision (K) | | Align → Align West (min X) | | Line the selection up with the last selected item | | Align → Align Centre X | | Line the selection up with the last selected item | | Align → Align East (max X) | | Line the selection up with the last selected item | | Turn left 90° | **Ctrl+[** | | | Turn right 90° | **Ctrl+]** | | | Mirror X (east ↔ west) | | | | Mirror Z (north ↔ south) | | | | Array duplicate… | **Ctrl+Shift+D** | n copies with an offset (and turn) each | | Align → Align Bottom | | Line the selection up with the last selected item | | Align → Align Middle Y | | Line the selection up with the last selected item | | Align → Align Top | | Line the selection up with the last selected item | | Align → Align North (min Z) | | Line the selection up with the last selected item | | Align → Align Centre Z | | Line the selection up with the last selected item | | Align → Align South (max Z) | | Line the selection up with the last selected item | | Grid & snapping… | | Move/angle/scale steps (any value), grid display | | Death plane height… | | | | Re-import mesh… | | Load the selected mesh brush's file again (or another file) and keep its placement | | Save selection to library… | | Tiles, brushes and meshes as a reusable asset (with textures) for any level | | Align → Distribute along X | | | | Align → Distribute along Z | | | ### Tools menu | Command | Key | What it does | |---|---|---| | Object palette | | | | Save selection as prefab… | | | | Repair waypoint chains | | Stores every waypoint chain in one piece (needed by the game) | ### Help menu | Command | Key | What it does | |---|---|---| | Manual | **F1** | The complete user manual: contents, search, tutorials. F1 over a panel, tool or dialog opens the matching chapter | | Export manual as HTML… | | Save the manual as HTML pages (one per chapter) to share it or read it in a browser | | Getting started | **Shift+F1** | A short illustrated guide: from a new level to play-testing and sharing it | | Keyboard shortcuts | **Ctrl+F1** | All keyboard and mouse shortcuts (the complete list is in the manual) | | Viewport navigation | | | | Shortcut sheet (printable)… | | All shortcuts on one page – print it or save it as HTML | | About the level editor | | Version, OpenGL and plugin information |