130 lines
6.1 KiB
Markdown
130 lines
6.1 KiB
Markdown
# Navigating the viewport
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The viewport shows the level in 3D with its textures, vertex colours and object models. You move
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the camera with the mouse, a few keys and the view cube. The right and middle mouse buttons
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always belong to the camera, whatever tool is active. If you already use another 3D program,
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pick its mouse scheme under [Navigation presets](#navigation-presets).
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## Mouse and keys
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These controls are the same in every preset:
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| Input | What it does |
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|---|---|
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| **Right mouse button** held, move the mouse | look around (fly mode) |
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| **Right mouse button** held + **W A S D** | fly forward, left, back, right |
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| **Right mouse button** held + **Q** / **E** | fly down / up |
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| **Shift** while flying | fly four times faster |
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| **Mouse wheel** while flying | change the fly speed |
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| **Mouse wheel** | zoom smoothly towards the point under the cursor |
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| **Ctrl+middle** drag or **Alt+right** drag | zoom |
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| **Alt+left** drag | orbit |
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| **F** | frame the selection |
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| **Home** | frame the whole level |
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| Double-click | select and frame |
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The middle mouse button depends on the preset:
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| Input | Fusion 360 (default) | Blender | Unity / Unreal |
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|---|---|---|---|
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| **Middle** drag | pan | orbit | pan |
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| **Shift+middle** drag | orbit | pan | pan |
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| Double-click **middle** | frame the whole level | – | – |
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* **Orbit** turns around the surface point under the cursor where you start dragging (if there is
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none: the selection, then the view centre). A small red-green-blue cross marks that point
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while you orbit.
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* **Pan** moves the point you grabbed exactly with the cursor.
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* **Zoom** changes the distance by a fixed percentage per wheel notch (default 12 %) towards what
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is under the cursor, so pointing at the sky or a far cliff does not make huge jumps.
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> **Tip:** Fly mode is the quickest way to get around a big level: hold the right mouse button,
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> steer with the mouse, move with W A S D and adjust the speed with the wheel.
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## The view cube
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The cube in the top right corner of the viewport shows which way you are looking.
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* Click a **face** (Top, Front, Left …), an **edge** or a **corner** to look at the level from
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there. The camera turns smoothly and keeps its pivot.
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* **Drag** on the cube to orbit.
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* The small **house** button goes to the **home view**: a view from the front-right-top that shows
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the whole level (also **View → Navigation → Home view**).
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**View → Navigation → View cube** hides or shows it.
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## Views
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| Key | View |
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|---|---|
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| **Numpad 5** | perspective / orthographic |
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| **Numpad 7** | top – looking straight down, orthographic |
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| **Numpad 1** | front, orthographic |
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| **Numpad 3** | side, orthographic |
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The same views are in **View → Camera** and in the view box of the options bar. Orbiting an
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orthographic view switches back to perspective. The top view is handy for laying out paths, coin
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lines and zones; the 3D view for checking heights and jumps.
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## Navigation presets
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**View → Navigation** chooses the mouse scheme: **Fusion 360** (the default), **Blender** or
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**Unity / Unreal** (see the table above). The status bar shows a one-line summary of the chosen
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scheme, and **Help → Viewport navigation** shows the complete cheat sheet for it.
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### Viewport preferences
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**View → Navigation → Viewport preferences…** opens the **Viewport & navigation** settings:
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| Setting | Meaning |
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|---|---|
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| **Navigation preset** | Fusion 360, Blender or Unity / Unreal; the table below the settings shows its controls. |
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| **Zoom step (%)** | Distance change per wheel notch (2–40 %, default 12 %). |
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| **Invert zoom direction** | Wheel away from you zooms out instead of in. |
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| **Orbit speed (°/pixel)** | How fast the camera turns while orbiting. |
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| **Show the view cube** | The cube in the top right corner. |
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| **Show back sides of one-sided faces** | See [Back faces](#back-faces). |
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| **Back side opacity** | How strongly back sides are drawn (default 30 %). |
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## Back faces
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Many faces in the game are *one-sided*: the game does not draw them from behind (you can see
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through a cliff wall from the inside). The editor shows these back sides **darkened and hatched**
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so you can still see and click them. When the mouse is over one, the status bar adds
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"(back side)". **View → Show back faces** switches this off; the opacity is a viewport
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preference.
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> **Note:** The hatched back sides are invisible in the game. If a wall must be visible from
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> both sides, look at it from behind in the editor before you play-test.
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## Looking through a game camera
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**View → Camera → Look through camera (pilot)** (**Ctrl+Shift+L**) puts the viewport into the
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selected camera object or camera node; flying then moves that camera. See
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[Cameras and triggers](11-cameras-triggers.md#look-through-camera).
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## What the viewport shows
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* The **grid** marks the level's cells; geometry outside it has no collision in the game.
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* **Markers** stand for logic objects without a model (cameras, triggers, the exit, checkpoints'
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respawn points).
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* **Collision** (**C**) colours every collision polygon by its material: normal ground, exit floor
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(16), death floor (30) and others. Invisible walls and blocks are drawn translucent red.
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* **Waypoints** of the selected objects are drawn as connected points; **View → Show waypoints
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of all objects** shows every chain.
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* With **View → Fog preview** the viewport shows the game's fog for the zone the camera is in;
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everything beyond the fog is drawn as a pale "ghost" so you do not lose track of it.
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**View → Vertex colours only** (**Shift+V**) hides the textures to judge the lighting
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([Environment](12-environment.md#view-options)).
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Use **Layers** in the options bar to switch any of these on or off
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([Layers](03-editor-window.md#layers)).
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> **Note:** The viewport does not animate textures and shows the level with the editor's own
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> lighting of object models. What you see is very close to the game, but always play-test
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> ([F5](15-build-play.md)) before you share a level.
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