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Viewport

The viewport is your window into the world: move the camera, select entities, and transform them with the gizmo.

ActionControl
Fly the cameraHold right mouse, then WASD
Adjust fly speedMouse wheel while flying
Frame the selectionF
Frame the whole sceneHome
Save / recall a camera bookmarkCtrl+1..9 / 1..9
  • Click an entity in the viewport or the Scene Outliner.
  • Ctrl-click adds to the selection, Shift-click range-selects.
  • Marquee-drag across empty space for a box selection.
  • Esc clears the selection.

With the viewport focused and the camera not flying:

KeyMode
WTranslate (move)
ERotate
RScale
  • Spacebar cycles the modes, X toggles between world and local space.
  • Hold Ctrl while dragging a move to vertex-snap to the nearest mesh vertex.
  • Grid, rotation, and scale snapping are set in the snap popup on the viewport toolbar.
  • End drops the selection straight down onto the floor below it.
  • Play duplicates the world and runs it like the game (physics, input, scripts). Stop returns to the editor world.
  • Simulate runs physics and scripts in place, without switching worlds.
  • Game View (G) hides the grid, billboards, bounds, and gizmos, so you see exactly what a runtime camera would.

F9 saves a tonemapped PNG and Shift+F9 saves a linear HDR, both into the engine’s Saved/Screenshots folder. F11 triggers a RenderDoc capture when RenderDoc is attached.