3D Viewport

The 3D Viewport is the central window where you see and edit the scene. It renders the currently loaded scene in real time, lets you navigate with a free-fly camera, and is where objects are selected and transformed.

Selecting objects

  • Click an object to select it.

  • Click-drag on empty space to box-select multiple objects.

  • Hold Ctrl while clicking or box-selecting to add to the current selection.

Selection is shared across all viewports and with the Graph window. Only objects flagged as selectable can be picked.

Transform gizmo

When an object is selected, a transform gizmo is drawn on it. The mode is chosen from the toolbar (or with the gizmo keys):

Tool

Description

Translate

Move the object along an axis or plane.

Rotate

Rotate around an axis.

Scale

Scale along an axis or uniformly.

World / Local

Toggle whether the gizmo aligns to world or to the object’s local axes.

Holding Ctrl while dragging snaps to fixed increments. Holding Shift transforms only the object itself without carrying its children along. Each viewport keeps its own gizmo state.

Toolbar

The toolbar across the top of the viewport holds, from left to right:

Control

Description

Translate / Rotate / Scale

The active transform gizmo mode.

World / Local

Gizmo space toggle.

Grid

Show or hide the ground grid.

Collision Mesh

Show or hide collision-mesh wireframes.

Collision Bodies

Show or hide collider shapes.

Icons

Show or hide the object billboards (camera, light, audio and generic object icons).

Camera

Mirror the view onto a scene camera (see below).

Resolution

Switch between free and camera resolution (see below).

Cam Speed

The current fly-speed multiplier.

These overlay toggles are local to each viewport, so different viewports can show different helpers at the same time.

Placing prefabs

Drag a prefab asset from the Files window into the viewport to spawn an instance. It is placed in front of the camera and selected so you can position it right away.

Camera preview

A viewport can mirror a Camera from the scene to preview exactly what that camera frames.

  • Pick a camera from the Camera dropdown in the toolbar (or “Free Camera” to fly freely).

  • While locked, the view continuously matches the camera object’s position, rotation, FOV and aspect ratio. Free-fly controls and the orientation cube are disabled.

  • The bound camera’s own icon and frustum are hidden in that viewport so they don’t block the view.

Resolution mode

The Resolution toggle (enabled once a camera is bound) chooses how the preview is rendered:

Mode

Description

Free

Renders at the viewport’s own pixel density, letterboxed to the camera’s aspect ratio.

Camera

Renders at the camera’s native resolution (for example 320x240) for an authentic, low-res preview.

In Camera resolution mode the viewport becomes a clean preview: the grid, collision overlays and icons are all forced off (and their toolbar toggles greyed out) so you see only the rendered image, just like the game would output it.

Multiple viewports

You can open any number of viewports, each with its own camera, overlay toggles and camera binding.

  • Open a new one with View > New Viewport, or by right-clicking a viewport tab and choosing New Viewport.

  • Close a viewport with the x on its tab, like any other window.

  • Open viewports are remembered between sessions; the default layout always has one.

  • View > Reset Layout collapses back to a single default viewport.

A typical use is to keep one free-fly viewport for editing and a second one locked to a gameplay camera in camera-resolution mode to preview the final framing.

See also

  • Camera component: the scene camera that a viewport can mirror.

  • Graph: the scene hierarchy, which shares the selection with the viewport.

  • Object: edit the selected object’s transform and components.