Moving around the studio’s 3D views (orbit, hand, zoom, frame) and every keyboard shortcut: steps, quick add, gizmos, voxel tools, selection, in-game controls and fullscreen.
Every 3D view in the studio — the world view shared by the Map, Cast and Build steps, and the asset editor’s — works the same way: the left button belongs to the active tool, the other buttons and the wheel move the camera. On Mac, replace Ctrl with ⌘.
The floating bar at the bottom of the viewport chooses what the left mouse button (and a single finger on touch screens) does. Each mode has its key; the choice is shared by every 3D view.
Button
Key
Effect
Editing tools
V
The left button goes back to the step’s tool: select, place, sculpt, voxel. Orbit is then on the right button.
Orbit
O
The left button turns the camera around its target.
Hand
H
The left button moves the view; right-drag orbits. Press H again, or Esc, to go back to the tools.
Zoom in / out
+ / −
Moves the camera one step closer or further.
Frame
F
Centres the camera on the selection, in views that offer it.
Reset view
Puts the camera back to its starting position, in views that offer it.
Help
?
Reminds you of the camera controls.
Views without editing tools, such as the asset viewer, start in orbit: dragging turns the model.
Active tool, or orbit / hand depending on the bar.
Right-drag
Orbit around the target.
Middle-drag
Pan.
Wheel
Zoom in / out.
Gesture
Effect
Click
Active tool.
Two-finger scroll or pinch
Zoom (or the bar’s + / − buttons).
Secondary-click drag
Orbit.
O
Turns the click into orbit, handy without a right button.
H
Turns the click into hand, for panning.
The studio is built for a large screen with a mouse and keyboard; on tablets and phones, panels stack below the 3D view. Two fingers: pinch to zoom, drag to move the view. One finger: turns the view, or moves it with the hand (H). Pick the Orbit or Hand tool in the bar so the finger does not also trigger the editing tool.
Published games are played with keyboard and mouse: the modes have no on-screen touch controls yet.
The digits walk the six steps in the order of the workflow. The stepper, at the top of the screen, does the same with the mouse.
Key
Step
1
Map
2
Cast
3
Build
4
Rules
5
Test
6
Publish
The digits are inactive inside the asset editor, where 1 to 8 pick the voxel tool, and on the Test step, where the keyboard belongs to the game: use the stepper instead. In the 3D view, WER are still the gizmos.
These controls apply on the Test step and on the public game page. They depend on the mode. On a published game the run only starts with a wallet connected (why); on the Test step it starts with nothing.
Mode
Controls
Race
Arrows or WASD to drive, Shift to drift, R to reset.
Platformer
WASD to move, Space to jump, camera follows.
Arena
WASD to move, mouse to aim, click or Space to fire.
Runner
A/D or arrows to change lane, Space to jump.
Explore
WASD to walk, Space to jump, E to interact.
Capture the flag
WASD to move, Space to jump. Touch the blue flag, run it to your base.
Tower defense
Click the ground to build a turret. Q / E turn the camera.
Mode
Controls
Race
Arrows or WASD to drive, Shift to drift, R to reset.
Platformer
WASD to move, Space to jump, camera follows.
Arena
WASD to move, mouse to aim, click or Space to fire.
Runner
A/D or arrows to change lane, Space to jump.
Explore
WASD to walk, Space to jump, E to interact.
Capture the flag
WASD to move, Space to jump. Touch the blue flag, run it to your base.
Tower defense
Click the ground to build a turret. Q / E turn the camera.
The runtime reads the typed character: the movement letters it recognises are W, A, S and D. The arrow keys work on every layout; if the letters do not respond on your AZERTY keyboard, use them.
Interact: read a sign, talk to an NPC, fire an “interact” event.
R
Reset the player in modes that support it (Race).
Shift
Drift in Race; descend while flying or swimming.
F3
Toggles the debug overlay.
Esc
Leaves fullscreen.
Fullscreen
The button at the top right of the game frame, next to the sound button, takes the game and its HUD fullscreen; the same button or Esc leaves it. It is there wherever the game runs: the Test step, a game page and the mini-games on the home page.