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  121. <section id="level-viewport">
  122. <h1>Level Viewport<a class="headerlink" href="#level-viewport" title="Permalink to this headline">¶</a></h1>
  123. <p>This section describes how to navigate the Level Viewport so you can inspect,
  124. edit, and compose scenes comfortably. The viewport supports both quick,
  125. mouse-only navigation for casual inspection and more precise, keyboard-plus-
  126. mouse controls for editing and layout work.</p>
  127. <section id="basic-mouse-navigation">
  128. <h2>Basic mouse navigation<a class="headerlink" href="#basic-mouse-navigation" title="Permalink to this headline">¶</a></h2>
  129. <p>If you only need a quick look around, the mouse provides simple and immediate
  130. controls. Rolling the mouse wheel zooms the camera in and out. Clicking and
  131. 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
  132. interest point. The orbit center typically coincides with the last framed
  133. selection, so framing an object first (see the <a class="reference internal" href="#framing-objects"><span class="std std-ref">Framing objects</span></a>
  134. section) gives you a predictable pivot for orbiting.</p>
  135. </section>
  136. <section id="keyboard-mouse-navigation">
  137. <h2>Keyboard + mouse navigation<a class="headerlink" href="#keyboard-mouse-navigation" title="Permalink to this headline">¶</a></h2>
  138. <p>For more controlled camera adjustments, combine keyboard modifiers with mouse
  139. actions.</p>
  140. <ul class="simple">
  141. <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
  142. around the interest point;</p></li>
  143. <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
  144. horizontally and vertically;</p></li>
  145. <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
  146. out.</p></li>
  147. </ul>
  148. </section>
  149. <section id="flythrough-navigation">
  150. <h2>Flythrough navigation<a class="headerlink" href="#flythrough-navigation" title="Permalink to this headline">¶</a></h2>
  151. <p>When you need to traverse the level at speed, use flythrough mode. Hold the
  152. <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
  153. use the keyboard to move the camera as if you were playing a first-person
  154. game:</p>
  155. <ul class="simple">
  156. <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>
  157. <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>
  158. <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>
  159. </ul>
  160. <p>Flythrough mode is handy for scanning large environments, testing sightlines,
  161. or checking level flow at player height.</p>
  162. </section>
  163. <section id="selecting-objects">
  164. <h2>Selecting objects<a class="headerlink" href="#selecting-objects" title="Permalink to this headline">¶</a></h2>
  165. <p>Selecting objects is the primary way to focus edits and transformations on
  166. specific objects in the scene. Left-click an object to select it; a dim
  167. orange outline will be drawn around selected objects in the viewport:</p>
  168. <figure class="align-center" id="id1">
  169. <img alt="../_images/selected_cube.png" src="../_images/selected_cube.png" />
  170. <figcaption>
  171. <p><span class="caption-text">A selected cube highlighted in the Level Viewport.</span><a class="headerlink" href="#id1" title="Permalink to this image">¶</a></p>
  172. </figcaption>
  173. </figure>
  174. <p>If a selected object is occluded by unselected ones, Crown still highlights it
  175. with a slightly dimmed orange outline so you can keep working with it even
  176. when it is not fully visible:</p>
  177. <figure class="align-center" id="id2">
  178. <img alt="../_images/selected_sphere_occluded.png" src="../_images/selected_sphere_occluded.png" />
  179. <figcaption>
  180. <p><span class="caption-text">A selected sphere with dimmed highlighting where occluded.</span><a class="headerlink" href="#id2" title="Permalink to this image">¶</a></p>
  181. </figcaption>
  182. </figure>
  183. <p>To clear the current selection, just left-click an empty area or press
  184. <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>
  185. <section id="multiple-selection">
  186. <h3>Multiple selection<a class="headerlink" href="#multiple-selection" title="Permalink to this headline">¶</a></h3>
  187. <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
  188. current selection. Conversely, left-click an already selected object to
  189. remove it from the selection.</p>
  190. <p>To select multiple objects by area, left-click and drag to draw a selection
  191. rectangle; any object that intersects that rectangle will be selected.</p>
  192. <figure class="align-center" id="id3">
  193. <img alt="../_images/box_selection.png" src="../_images/box_selection.png" />
  194. <figcaption>
  195. <p><span class="caption-text">Box selection in the Level Viewport.</span><a class="headerlink" href="#id3" title="Permalink to this image">¶</a></p>
  196. </figcaption>
  197. </figure>
  198. </section>
  199. </section>
  200. <section id="framing-objects">
  201. <h2>Framing objects<a class="headerlink" href="#framing-objects" title="Permalink to this headline">¶</a></h2>
  202. <p>Framing centers and zooms the camera on selected objects so you can work on
  203. them with a consistent viewpoint.</p>
  204. <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
  205. camera will pan and zoom so the selected objects fill the viewport
  206. comfortably. Press <code class="docutils literal notranslate"><span class="pre">A</span></code> to frame the entire scene.</p>
  207. <p>Framing is especially useful before orbiting or when you want to set a stable
  208. interest point for subsequent camera manipulations.</p>
  209. </section>
  210. <section id="placing-objects">
  211. <h2>Placing objects<a class="headerlink" href="#placing-objects" title="Permalink to this headline">¶</a></h2>
  212. <p>Place content into the scene by entering place mode or by dragging units from
  213. the Project Browser.</p>
  214. <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
  215. a chosen unit can be spawned with a mouse click. If no unit is selected for
  216. spawning, clicks have no effect. At any time, press <code class="docutils literal notranslate"><span class="pre">Esc</span></code> to exit placing
  217. mode: Crown will enter the tool that was active before entering place mode.</p>
  218. <p>Dragging a Unit directly from the Project Browser into the Level Viewport
  219. automatically selects the Spawn tool and sets the dragged unit as the current
  220. spawn candidate.</p>
  221. <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
  222. from the camera origin through the mouse cursor to determine the Z height
  223. 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>
  224. <span class="pre">Button</span></code>, then move the mouse, Crown will place the unit at any XY location
  225. on the horizontal plane defined by the height where you first clicked. This
  226. lets you position objects precisely along a fixed elevation.</p>
  227. </section>
  228. <section id="moving-rotating-and-scaling-objects">
  229. <h2>Moving, rotating, and scaling objects<a class="headerlink" href="#moving-rotating-and-scaling-objects" title="Permalink to this headline">¶</a></h2>
  230. <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
  231. Move, Rotate, and Scale modes respectively.</p>
  232. <p>When one or more objects are selected, Crown displays a transform gizmo at the
  233. origin of the selection. The gizmo provides axis handles, planar handles and
  234. a camera-aligned handle. Interact with the gizmo using left-click and drag.</p>
  235. <figure class="align-center" id="id4">
  236. <img alt="../_images/move_rotate_scale.png" src="../_images/move_rotate_scale.png" />
  237. <figcaption>
  238. <p><span class="caption-text">Move, rotate, and scale gizmos in the Level Viewport.</span><a class="headerlink" href="#id4" title="Permalink to this image">¶</a></p>
  239. </figcaption>
  240. </figure>
  241. <section id="move-gizmo">
  242. <h3>Move gizmo<a class="headerlink" href="#move-gizmo" title="Permalink to this headline">¶</a></h3>
  243. <ul class="simple">
  244. <li><p>Left-click and drag an axis handle to move the object along that axis.</p></li>
  245. <li><p>Drag the small red, green, or blue rectangles to move the object constrained
  246. to the XY, YZ, or ZX plane respectively.</p></li>
  247. <li><p>Drag the small gray circle at the gizmo origin to move the object on the
  248. plane parallel to the camera view.</p></li>
  249. </ul>
  250. </section>
  251. <section id="rotate-gizmo">
  252. <h3>Rotate gizmo<a class="headerlink" href="#rotate-gizmo" title="Permalink to this headline">¶</a></h3>
  253. <ul class="simple">
  254. <li><p>Drag any red, green, or blue arc to rotate the object around the X, Y, or Z
  255. axis.</p></li>
  256. <li><p>Drag the large gray circle to rotate the object around the axis that is
  257. perpendicular to the camera view plane.</p></li>
  258. </ul>
  259. </section>
  260. <section id="scale-gizmo">
  261. <h3>Scale gizmo<a class="headerlink" href="#scale-gizmo" title="Permalink to this headline">¶</a></h3>
  262. <ul class="simple">
  263. <li><p>Drag an axis handle to scale the object along that axis.</p></li>
  264. <li><p>Drag the colored rectangles (for example red-green to scale on the XY plane)
  265. to scale across the respective plane.</p></li>
  266. <li><p>Drag the large gray circle to scale uniformly on all axes at once.</p></li>
  267. </ul>
  268. </section>
  269. <section id="local-and-world-axis">
  270. <h3>Local and World axis<a class="headerlink" href="#local-and-world-axis" title="Permalink to this headline">¶</a></h3>
  271. <p>Normally, gizmo axes are aligned to the local coordinate system of the
  272. selected object. That makes transforms intuitive when you want to move,
  273. rotate, or scale an object relative to its own orientation. However, when an
  274. object is rotated inconveniently, local axes can make it difficult to perform
  275. edits that must align to the scene or the world origin.</p>
  276. <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
  277. coordinate system regardless of the selected object’s local transformations.</p>
  278. <p>Toggle axis mode using the Local/World Axis control in the toolbar:</p>
  279. <figure class="align-center" id="id5">
  280. <img alt="../_images/local_world_axis.svg" src="../_images/local_world_axis.svg" /><figcaption>
  281. <p><span class="caption-text">Toggling between local and world axis modes.</span><a class="headerlink" href="#id5" title="Permalink to this image">¶</a></p>
  282. </figcaption>
  283. </figure>
  284. </section>
  285. </section>
  286. <section id="snapping">
  287. <h2>Snapping<a class="headerlink" href="#snapping" title="Permalink to this headline">¶</a></h2>
  288. <p>By default Crown lets you position and rotate objects freely. When you require
  289. precision, enable grid and angle snapping to constrain transforms to fixed
  290. 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
  291. toolbar:</p>
  292. <figure class="align-center" id="id6">
  293. <img alt="../_images/toolbar_snap_to_grid.svg" src="../_images/toolbar_snap_to_grid.svg" /><figcaption>
  294. <p><span class="caption-text">The Snap To Grid control in the toolbar.</span><a class="headerlink" href="#id6" title="Permalink to this image">¶</a></p>
  295. </figcaption>
  296. </figure>
  297. <p>With snapping enabled, movement and rotation will snap to the configured grid
  298. 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
  299. temporarily disable snapping and make a single free adjustment.</p>
  300. <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>
  301. respectively. These shortcuts open dialogs where you can type exact numeric
  302. values for the grid spacing and angle increment:</p>
  303. <figure class="align-center" id="id7">
  304. <img alt="../_images/grid_size_dialog.png" src="../_images/grid_size_dialog.png" />
  305. <figcaption>
  306. <p><span class="caption-text">Configuring grid size and snap angle.</span><a class="headerlink" href="#id7" title="Permalink to this image">¶</a></p>
  307. </figcaption>
  308. </figure>
  309. <section id="relative-and-absolute-snapping">
  310. <h3>Relative and Absolute snapping<a class="headerlink" href="#relative-and-absolute-snapping" title="Permalink to this headline">¶</a></h3>
  311. <p>Crown offers two snapping coordinate modes. In Relative Snapping mode the
  312. snapping grid origin is aligned to the origin of the object being
  313. transformed; this makes the grid move together with the object and is
  314. convenient for local adjustments.</p>
  315. <p>In Absolute Snapping mode the snapping grid is fixed at the world origin,
  316. which is useful for aligning multiple objects to a common global grid.</p>
  317. <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>
  318. toolbar buttons.</p>
  319. <figure class="align-center" id="id8">
  320. <img alt="../_images/relative_absolute_snap.svg" src="../_images/relative_absolute_snap.svg" /><figcaption>
  321. <p><span class="caption-text">Relative and absolute snapping controls.</span><a class="headerlink" href="#id8" title="Permalink to this image">¶</a></p>
  322. </figcaption>
  323. </figure>
  324. </section>
  325. </section>
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