Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Viewport Controls

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When the Editor is launched, the viewport is dead center of the window. If everything has linked and loaded up correctly the viewport should appear dark grey (If the viewport is bright red an error has occurred and you should check the Console Window for more information).

The Viewport is disabled by default and only enables after a Zone has been loaded.

The Viewport works as a WYSIWYG entity, so you will always have an accurate representation of your game.

Camera Controls


To prevent unwanted input into the Editor interface elements, the camera can only be moved while activated. You can do this by holding down the Space Bar (Default). With the Space Bar held down, you can move around using the standard W, A, S, D keys and rotate the camera by Moving the Mouse. Once you have moved or rotated to your desired position, simply release the space bar to go back into edit mode.

Object Selection


To select an object in the scene, move the mouse cursor over the object and press the Left Mouse Button (Default). This will update the Architect Panel with all the Object’s properties as well as display a green box around the object & the 3D cursor. The green box, depicts the Bounding box of the Object and helps to identify which object is currently selected in the scene (If the Selected Object is a Model, it also happens to show the collision box of the Model if the collision mode is set to Box). You can deselect the currently selected object by either selecting another object, clicking in an empty space (such as the sky) or simply pressing the Right Mouse Button (Default).

Objects can also be selected from the Hierarchy Panel.

If the Shift (Default) key is held down when making a selection multiple objects can be selected at one time. The last selected object is shown with the standard green box around it while all other objects in the selection have a blue box. The last selected object is considered as the Primary Selection. If you want to change the primary selection to another object (even if it’s already been selected) simple click the object you want while still holding the Shift Key (Default).



All objects in the selection can be seen in a list within the architect panel along with an additional setting called Rotation Mode. The rotation mode allow you to select a pivot point of the selected objects when performing a rotation action with the 3D cursor.

  • Median Point: Pivot point is set at the central point between all selected objects.
  • Individual Origins: All objects will be rotated about their own axis when performing a rotation action.
  • Primary Point: All objects will be rotated about the axis of the Primary Selected Object.

Object Grouping


Objects can be stored into groups using the buttons in the toolbar. Whenever an object is selected, all other objects within its group are also selected. This is a method of quickly selecting and editing objects which the developer has predetermined. For example, a street has been lowered slightly, if all the props along the street such as a lamp posts were grouped, the user would only need to select one to select them all and then move them all to the right position using the 3D cursor.

If you wanted to edit the position, rotation or scale of a specific object within a group, simply make it the Primary selection and adjust the values in the Architect panel rather than with the 3D cursor.

Groups also appear in the Hierarchy Panel and can be selected from there as well.

Note: if an object within the group has been locked, it will still be selected but no transformations will be applied to it. Locked objects have a yellow box.

All objects other than Rooms and Terrain can be grouped in this version of the engine.

3D Cursor


If you have Selected an Object, the 3D cursor will appear. It is an easy way to Translate, Rotate & Scale your objects, rather than adjusting values in the Architect Panel. When the Editor loads up, the Translate Tool is selected by Default, you can change the currently selected Tool in the Action Bar, as well as turn disable the 3D cursor altogether.

To use it, simply click and hold the Left Mouse Button (Default) over the axis of the 3D cursor you want to manipulate, then drag the mouse across the screen until you are happy. Once you are done, simply release the mouse button and the changes have been applied.

Aside from the 3 axis indicators, for the Translate and Scale 3D Cursor Modes there is also a yellow cube like shape at the connection point of the indicators. This behaves differently depending on which 3D cursor mode you are currently in. If you are using the Translation Mode: this yellow cube will activate the drag tool which will move the selected object over the surface of the closest terrain object. It is worth noting that if you have the Auto-Rotate or Grid options enabled, it will apply these modifiers as the object is being moved as well. If you are using the Scale Mode: this yellow cube will scale your object uniformly in all directions, the same way as if you use the “Uniform Scale” option in the Architect panel.