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In Space Builder Mode, the floor will appear with grid lines on it, and you’ll see the hierarchy view on the right and some extra camera controls in the upper right. The movement controls in Space Builder are the same as in normal play: W key-forward S key-back A key-left D key-right Q key-Increasing Height E key-Decreasing Height However Space Builder also has the option to lock on an axis or enter orthogonal view. To lock to an axis, choose the face with the corresponding axis you want on the box in the upper right. To go into orthogonal view, click on the orthogonal view icon on the upper right. This will bring you to Builder mode where you can view the DefaultMeeplePosition, or the user start position, and the Floor. Within the space you can press and hold on any object or the Floor to add more Objects. See here for more information about adding and editing Objects on the desktop app. Users need to double-click on the object from the object catalogue to spawn an object.

Empty Objects

Empty Objects are Objects in the scene with just positional and rotation values attached to them. These objects can be used in an Experience for a Snap To Position, Panel Position, Move Object Destination, and more. You can also add a collider to an Empty Object to use for a Success Collider in an Experience. To add an Empty Object in your Space with the Space Builder, add an Object and search for ‘Empty Object’ with the search bar. This object is present by default in every Object library. User has the ability to hide/unhide empty object in the builder. Use shortcut key Ctrl + H to hide/unhide empty object

Focus object with key ‘F’

When not focused on any object in the scene, simply select the object from the hierarchy and press the ‘F’ key to easily focus on it. Users have the option to select an object/mesh renderer/any child or parent object and then utilize the “Copy” button associated with the object’s name. Subsequently, they can paste the copied object elsewhere within the interface.

Duplicate the object

Upon a long press on any object, the user receives an option to duplicate it. Subsequently, as the duplicated object overlaps the original, the user can simply drag the pivot of the duplicated object to reposition it. While duplicating an object, the duplicate will inherit the original object’s transforms (object transform, pivot transform) and colliders

Copy/Cut-Paste Object

Certainly, users have the capability to copy, cut, and subsequently paste objects as needed within the interface.

Delete Object

Users have the flexibility to delete objects either by selecting them from the hierarchy or by directly selecting them within the scene.

Object over Object

Users can add objects on top of existing ones, and the parent object should inherit the specified characteristics , you can refer here To add an object on top of another, choose an object from the hierarchy/scene, then select the ‘add object’ button.

Unique naming of objects

Object can be brought into Space using the following options: a) Import Object from Library b) Copy existing Object c) Duplicate existing Object Whenever the same object name exists in the space, a suffix ” (#number)” is appended to the end of the object name. Eg : if Chair is being imported / copied / duplicated, the new Object created will be named Chair (1) If User tries to rename any Object with and existing Object name, they will be prompted with appropriate message stating the Object already exists and they need to provide different name