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+<li class="toctree-l3"><a class="reference internal" href="#moving-rotating-and-scaling-objects">Moving, rotating, and scaling objects</a><ul>
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+ <li><a href="index.html">The Level Editor</a> »</li>
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+ <li>Level Viewport</li>
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+ <div itemprop="articleBody">
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+
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+ <section id="level-viewport">
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+<h1>Level Viewport<a class="headerlink" href="#level-viewport" title="Permalink to this headline">¶</a></h1>
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+<p>This section describes how to navigate the Level Viewport so you can inspect,
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+edit, and compose scenes comfortably. The viewport supports both quick,
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+mouse-only navigation for casual inspection and more precise, keyboard-plus-
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+mouse controls for editing and layout work.</p>
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+<section id="basic-mouse-navigation">
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+<h2>Basic mouse navigation<a class="headerlink" href="#basic-mouse-navigation" title="Permalink to this headline">¶</a></h2>
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+<p>If you only need a quick look around, the mouse provides simple and immediate
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+controls. Rolling the mouse wheel zooms the camera in and out. Clicking and
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+dragging the <code class="docutils literal notranslate"><span class="pre">Middle</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> orbits the view around the current
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+interest point. The orbit center typically coincides with the last framed
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+selection, so framing an object first (see the <a class="reference internal" href="#framing-objects"><span class="std std-ref">Framing objects</span></a>
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+section) gives you a predictable pivot for orbiting.</p>
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+</section>
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+<section id="keyboard-mouse-navigation">
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+<h2>Keyboard + mouse navigation<a class="headerlink" href="#keyboard-mouse-navigation" title="Permalink to this headline">¶</a></h2>
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+<p>For more controlled camera adjustments, combine keyboard modifiers with mouse
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+actions.</p>
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+<ul class="simple">
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+<li><p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Alt</span></code> while dragging with the <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to rotate
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+around the interest point;</p></li>
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+<li><p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Alt</span></code> and drag with the <code class="docutils literal notranslate"><span class="pre">Middle</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to pan the view
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+horizontally and vertically;</p></li>
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+<li><p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Alt</span></code> and drag with the <code class="docutils literal notranslate"><span class="pre">Right</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to zoom in and
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+out.</p></li>
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+</ul>
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+</section>
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+<section id="flythrough-navigation">
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+<h2>Flythrough navigation<a class="headerlink" href="#flythrough-navigation" title="Permalink to this headline">¶</a></h2>
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+<p>When you need to traverse the level at speed, use flythrough mode. Hold the
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+<code class="docutils literal notranslate"><span class="pre">Right</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to control the camera orientation with the mouse, then
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+use the keyboard to move the camera as if you were playing a first-person
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+game:</p>
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+<ul class="simple">
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+<li><p><code class="docutils literal notranslate"><span class="pre">W</span></code> / <code class="docutils literal notranslate"><span class="pre">S</span></code> to move forward and backward;</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">A</span></code> / <code class="docutils literal notranslate"><span class="pre">D</span></code> to strafe left and right;</p></li>
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+<li><p><code class="docutils literal notranslate"><span class="pre">Q</span></code> / <code class="docutils literal notranslate"><span class="pre">E</span></code> to move the camera up and down.</p></li>
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+</ul>
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+<p>Flythrough mode is handy for scanning large environments, testing sightlines,
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+or checking level flow at player height.</p>
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+</section>
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+<section id="selecting-objects">
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+<h2>Selecting objects<a class="headerlink" href="#selecting-objects" title="Permalink to this headline">¶</a></h2>
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+<p>Selecting objects is the primary way to focus edits and transformations on
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+specific objects in the scene. Left-click an object to select it; a dim
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+orange outline will be drawn around selected objects in the viewport:</p>
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+<img alt="../_images/selected_cube.png" src="../_images/selected_cube.png" />
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+<p>If a selected object is occluded by unselected ones, Crown still highlights it
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+with a slightly dimmed orange outline so you can keep working with it even
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+when it is not fully visible:</p>
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+<img alt="../_images/selected_sphere_occluded.png" src="../_images/selected_sphere_occluded.png" />
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+<p>To clear the current selection, just left-click an empty area or press
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+<code class="docutils literal notranslate"><span class="pre">Shift</span> <span class="pre">+</span> <span class="pre">Ctrl</span> <span class="pre">+</span> <span class="pre">A</span></code>.</p>
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+<section id="multiple-selection">
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+<h3>Multiple selection<a class="headerlink" href="#multiple-selection" title="Permalink to this headline">¶</a></h3>
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+<p>Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Shift</span></code> while left-clicking to add unselected objects to the
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+current selection. Conversely, left-click an already selected object to
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+remove it from the selection.</p>
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+<p>To select multiple objects by area, left-click and drag to draw a selection
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+rectangle; any object that intersects that rectangle will be selected.</p>
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+<img alt="../_images/box_selection.png" src="../_images/box_selection.png" />
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+</section>
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+</section>
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+<section id="framing-objects">
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+<h2>Framing objects<a class="headerlink" href="#framing-objects" title="Permalink to this headline">¶</a></h2>
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+<p>Framing centers and zooms the camera on selected objects so you can work on
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+them with a consistent viewpoint.</p>
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+<p>Select one or more objects and press <code class="docutils literal notranslate"><span class="pre">F</span></code> to frame the current selection; the
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+camera will pan and zoom so the selected objects fill the viewport
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+comfortably. Press <code class="docutils literal notranslate"><span class="pre">A</span></code> to frame the entire scene.</p>
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+<p>Framing is especially useful before orbiting or when you want to set a stable
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+interest point for subsequent camera manipulations.</p>
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+</section>
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+<section id="placing-objects">
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+<h2>Placing objects<a class="headerlink" href="#placing-objects" title="Permalink to this headline">¶</a></h2>
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+<p>Place content into the scene by entering place mode or by dragging units from
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+the Project Browser.</p>
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+<p>Press <code class="docutils literal notranslate"><span class="pre">Q</span></code> to enter place mode; the cursor then becomes a placement tool and
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+a chosen unit can be spawned with a mouse click. If no unit is selected for
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+spawning, clicks have no effect. At any time, press <code class="docutils literal notranslate"><span class="pre">Esc</span></code> to exit placing
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+mode: Crown will enter the tool that was active before entering place mode.</p>
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+<p>Dragging a Unit directly from the Project Browser into the Level Viewport
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+automatically selects the Spawn tool and sets the dragged unit as the current
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+spawn candidate.</p>
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+<p>Click the <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Mouse</span> <span class="pre">Button</span></code> to place the unit. By default Crown raycasts
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+from the camera origin through the mouse cursor to determine the Z height
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+where the unit should be positioned. If you click and hold the <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Mouse</span>
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+<span class="pre">Button</span></code>, then move the mouse, Crown will place the unit at any XY location
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+on the horizontal plane defined by the height where you first clicked. This
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+lets you position objects precisely along a fixed elevation.</p>
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+</section>
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+<section id="moving-rotating-and-scaling-objects">
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+<h2>Moving, rotating, and scaling objects<a class="headerlink" href="#moving-rotating-and-scaling-objects" title="Permalink to this headline">¶</a></h2>
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+<p>Transform objects with the standard <code class="docutils literal notranslate"><span class="pre">W</span></code>, <code class="docutils literal notranslate"><span class="pre">E</span></code>, and <code class="docutils literal notranslate"><span class="pre">R</span></code> keys to enter
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+Move, Rotate, and Scale modes respectively.</p>
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+<p>When one or more objects are selected, Crown displays a transform gizmo at the
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+origin of the selection. The gizmo provides axis handles, planar handles and
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+a camera-aligned handle. Interact with the gizmo using left-click and drag.</p>
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+<img alt="../_images/move_rotate_scale.png" src="../_images/move_rotate_scale.png" />
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+<section id="move-gizmo">
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+<h3>Move gizmo<a class="headerlink" href="#move-gizmo" title="Permalink to this headline">¶</a></h3>
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+<ul class="simple">
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+<li><p>Left-click and drag an axis handle to move the object along that axis.</p></li>
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+<li><p>Drag the small red, green, or blue rectangles to move the object constrained
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+to the XY, YZ, or ZX plane respectively.</p></li>
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+<li><p>Drag the small gray circle at the gizmo origin to move the object on the
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+plane parallel to the camera view.</p></li>
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+</ul>
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+</section>
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+<section id="rotate-gizmo">
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+<h3>Rotate gizmo<a class="headerlink" href="#rotate-gizmo" title="Permalink to this headline">¶</a></h3>
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+<ul class="simple">
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+<li><p>Drag any red, green, or blue arc to rotate the object around the X, Y, or Z
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+axis.</p></li>
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+<li><p>Drag the large gray circle to rotate the object around the axis that is
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+perpendicular to the camera view plane.</p></li>
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+</ul>
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+</section>
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+<section id="scale-gizmo">
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+<h3>Scale gizmo<a class="headerlink" href="#scale-gizmo" title="Permalink to this headline">¶</a></h3>
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+<ul class="simple">
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+<li><p>Drag an axis handle to scale the object along that axis.</p></li>
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+<li><p>Drag the colored rectangles (for example red-green to scale on the XY plane)
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+to scale across the respective plane.</p></li>
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+<li><p>Drag the large gray circle to scale uniformly on all axes at once.</p></li>
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+</ul>
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+</section>
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+<section id="local-and-world-axis">
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+<h3>Local and World axis<a class="headerlink" href="#local-and-world-axis" title="Permalink to this headline">¶</a></h3>
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+<p>Normally, gizmo axes are aligned to the local coordinate system of the
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+selected object. That makes transforms intuitive when you want to move,
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+rotate, or scale an object relative to its own orientation. However, when an
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+object is rotated inconveniently, local axes can make it difficult to perform
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+edits that must align to the scene or the world origin.</p>
|
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+<p>Switching to the <code class="docutils literal notranslate"><span class="pre">World</span> <span class="pre">Axis</span></code> mode forces all gizmos to align to the world
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+coordinate system regardless of the selected object’s local transformations.</p>
|
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+<p>Toggle axis mode using the Local/World Axis control in the toolbar:</p>
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+<img alt="../_images/local_world_axis.svg" src="../_images/local_world_axis.svg" /></section>
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+</section>
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+<section id="snapping">
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+<h2>Snapping<a class="headerlink" href="#snapping" title="Permalink to this headline">¶</a></h2>
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+<p>By default Crown lets you position and rotate objects freely. When you require
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+precision, enable grid and angle snapping to constrain transforms to fixed
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+increments. Toggle snapping by clicking the <code class="docutils literal notranslate"><span class="pre">Snap</span> <span class="pre">To</span> <span class="pre">Grid</span></code> button on the
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+toolbar:</p>
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+<img alt="../_images/toolbar_snap_to_grid.svg" src="../_images/toolbar_snap_to_grid.svg" /><p>With snapping enabled, movement and rotation will snap to the configured grid
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+size and snap angle. Hold <code class="docutils literal notranslate"><span class="pre">Left</span> <span class="pre">Ctrl</span></code> while performing a transform to
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+temporarily disable snapping and make a single free adjustment.</p>
|
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+<p>Change the grid cell size or the snap angle with <code class="docutils literal notranslate"><span class="pre">Ctrl+G</span></code> and <code class="docutils literal notranslate"><span class="pre">Ctrl+H</span></code>
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+respectively. These shortcuts open dialogs where you can type exact numeric
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+values for the grid spacing and angle increment:</p>
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+<img alt="../_images/grid_size_dialog.png" src="../_images/grid_size_dialog.png" />
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+<section id="relative-and-absolute-snapping">
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+<h3>Relative and Absolute snapping<a class="headerlink" href="#relative-and-absolute-snapping" title="Permalink to this headline">¶</a></h3>
|
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+<p>Crown offers two snapping coordinate modes. In Relative Snapping mode the
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+snapping grid origin is aligned to the origin of the object being
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+transformed; this makes the grid move together with the object and is
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+convenient for local adjustments.</p>
|
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+<p>In Absolute Snapping mode the snapping grid is fixed at the world origin,
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+which is useful for aligning multiple objects to a common global grid.</p>
|
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+<p>Switch between the two modes using the <code class="docutils literal notranslate"><span class="pre">Relative</span> <span class="pre">Snap</span></code> and <code class="docutils literal notranslate"><span class="pre">Absolute</span> <span class="pre">Snap</span></code>
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+toolbar buttons.</p>
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+<img alt="../_images/relative_absolute_snap.svg" src="../_images/relative_absolute_snap.svg" /></section>
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+</section>
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+</section>
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+
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+
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+ </div>
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+ </div>
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+ <footer><div class="rst-footer-buttons" role="navigation" aria-label="Footer">
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+
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+
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+ <div role="contentinfo">
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+ <p>© <a href="../copyright.html">Copyright</a> Except where otherwise noted, content on this page is licensed under a CC-BY-SA 4.0 Int. License.
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+ <span class="lastupdated">Last updated on Feb 13, 2026.
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