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Models and Model Editor

Models (left area) lists your project's procedural models with their material slots, parts and colliders. Model Editor (editor area) shows the selected model in 3D so you can pick, move, rotate and scale parts and colliders. Both edit your models file; save it like any document.

Studio uses the models file registered as the files entry named models in your asset registry. File format: Models.

Models list​

Each model lists its material slots, then its parts (with child parts and attached colliders nested under them).

ControlAction
Click a rowSelects it in Model Editor and Inspector.
ChevronExpands or collapses.
Add > Add Box PartAdds a box part (box, box 2, …) at the model root, using the first material slot.
Add > Add Box Collider to ModelAdds a box collider that fits the model.
Add > Add Box Collider to PartAdds a box collider attached to the selected part.
Edit > Duplicate / Edit > DeleteCopies or deletes the selected part or collider. Children of a deleted part move up to its parent.
ParentMoves the selected part or collider under another part, or to (Model root).

You can also drag a part or collider: drop it on the middle of a part to make it a child, on the top or bottom edge of a row to reorder it, or on the model row to move it to the root. Items keep their position in the world when reparented. You can only drag within one model.

If the models file has errors, both views keep showing the last valid version and say so until you fix it.

Model Editor​

Toolbar​

ControlAction
Move / Rotate / ScaleChooses the handle type.
World / LocalMove and rotate along world axes or the item's own axes. Scale is always local.
Snap 0.25 / Snap 15°Snaps moves and scale to 0.25 units and rotation to 15°.
BoundsShows the model's bounding box.
CollidersShows colliders (hidden colliders cannot be clicked).
Grid menuGrid spacing, or off.

Mouse and keyboard​

InputAction
Drag a handleTransforms the selected item. Written to the file when you release.
Drag elsewhereOrbit.
Middle-drag, Ctrl+dragPan.
WheelZoom toward the pointer.
ClickSelect the part or collider under the pointer.
Arrow keys (Shift: pan)Orbit.
FRe-frame the model.
EscCancel a drag and put the item back.

The view frames the model when you select a different one.

Hierarchy rules​

  • parent: <part name> attaches a part or collider to another part; no parent means the model root.
  • Part names must be unique and not empty within a model. Missing parents and loops are errors.
  • Position and rotation are relative to the parent. Rotations are in radians.
  • Scale never goes below 0.01 and has no shear.

Your game's loading code must handle parent and colliders itself. To animate parts, see Model animation.

Limits​

  • Only box parts are drawn. Other shapes are counted as Unsupported parts in Inspector.
  • Only box colliders.