The editor
Tools & building
What a drag in the viewport does is decided by the tool in hand, and by nothing else. Eight tools, one key each, and a working plane that answers the only hard question — at what height?
The eight tools
| Select | The default. Click a thing to find out what it is. Never builds — stray clicks laying walls was a bug, and it stayed fixed. |
| Hand | Pans the camera with a left-drag. Does not select and does not build. |
| Place | Lays exactly one piece where you let go, then hands you back to Select holding it — the next act after placing is nudging, turning or inspecting, none of which Place can do. |
| Draw | A brush: fills every cell the pointer crosses while the button is down. Deliberately does not hand back to Select — a one-stroke brush would be useless. |
| Erase | Removes what a drag crosses. |
| Line | Two corners, a straight run — the wall tool. |
| Fill | Two corners, a filled rectangle — the floor tool. |
| Room | Two corners, four walls and no ceiling — and it leaves a gap for a doorway, because a modelled doorway rasterises shut. |
The keys
Q / Wworking height down / up
Rturn the next piece 90°
BDraw ⇄ Place
EErase ⇄ Place
G / T / Ygizmo: move / turn / size
Escdeselect (or leave Try)
⌘Z / ⇧⌘Zundo / redo
⌘C / ⌘X / ⌘Vcopy / cut / paste
⌫delete the selection — it does not copy; that is ⌘X
Paste lands one cell along diagonally, so repeated pastes walk across the floor instead of stacking invisibly. A pasted entity drops its old name — names stay unique. The player cannot be copied, cut or deleted; there is exactly one.
The working plane
Editing happens against an invisible plane at the working height, so empty space is always buildable — Q and W move it. The exception is the one that makes building fast: when the pointer is over existing geometry, the piece goes on top of what you are pointing at. The slider answers for the empty parts of the world; the geometry answers everywhere else.
While you drag, the piece shows as a translucent ghost at the exact footprint and turn it will occupy — and erase previews are flat red, because rose reads as "about to be gone" everywhere in this editor.
The gizmo
Three icons appear top-left of the viewport while something is selected: move (G), turn (T), size (Y). Turn shows one ring — yaw, the turn that keeps a collision box axis-aligned. Size is one uniform number.
Pitch, roll and three per-axis stretches exist as typed fields in Properties, beside a pivot choice (turn around the centre, or around the model's own origin — a door on its hinge). They are typed rather than dragged: a three-ring trackball is a control most people fight, and five fields that work beat a gizmo that is coming. Snap (in Tools) sets how far a handle moves per stop — free, a tenth, a half, or a whole cell; marks always snap to whole cells regardless.
What placing really does
Placements are not on a grid — a crate can sit at 2.3 and a wall can stand at an angle. What stays cell-shaped is collision: architecture rasterises into one-metre cells once, when the level opens, so a wall at 2.5 is solid where it looks solid to within half a metre, and a room of four thousand pieces costs the same to walk around as a room of four.
A tilted piece collides as the box around the tilt — bigger than what is drawn, never smaller. And a piece with an opening narrower than a metre rasterises shut, which is why a door is a gap in a wall run and an arch needs its doorway put back by hand. The collides as control on a selected piece is the way out: measured shape (the default, right for the whole kit), or walk-through for anything hung across a way through.
For things that should move — fall, roll, get pushed — that is the physics switch on a blueprint, covered in the walkthrough.
The Tools panel
| Level | The working height, with the same meaning as Q/W. |
| Ground | Solid ground everywhere at a chosen height — somewhere to stand while a level is half built. Off (the default), the bottom of the world is a catch plane forty cells down; an invisible floor under everything would hide the hole you left in the real one. |
| Falling | Only asked when ground is off: falling starts you over, or falling kills you. Mutually exclusive. |
| Background | The sky, as any CSS colour — or empty for transparent. |
| Snap | How far a gizmo handle moves per stop. |