> ## Documentation Index
> Fetch the complete documentation index at: https://docs.rageon.dev/llms.txt
> Use this file to discover all available pages before exploring further.

# Editor views

> Move around in the Map and Plan views, set the grid, the rendering box, and labels, use the transform bar and the structure tree, and learn the shortcuts.

An open structure has two views of the same document. **Map** edits inside the world, with the building and the street around it. **Plan** is a top-down horizontal section. Selection, tools, and undo are shared; switch with **Plan** and **Map** in the structure bar.

![Structures editor in Plan view with a selected room, its handles, the Room sheet, and a list of blocking problems](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-editor-plan.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=4a195201d5384821db331a68637654df)

Plan view: a room selected, and the Export blocked strip over the view.

## The layout

From top to bottom: the structure bar, the transform bar, then the view with the dock on its left and the details column on the right.

| Part | What it holds |
| - | - |
| Structure bar | **Back to structures list**, the structure and part names, the level control (**Room**, **Face**, **Edge**, **Vertex**), the options of the active tool, **Plan** / **Map**, the **Hot reload** pill, and the project badge. |
| Transform bar | Move, rotate, scale, pivot, axis lock, snap, **Frame**, and camera mode. See [Transform bar](#transform-bar). |
| Tool dock | Left edge of the view. Three levels: structure, **Interior**, and props. **Back to structure** at the top of the last two returns to the first. |
| General dock | Bottom center: **Select** (**V**), **Box selection** (**B**), **Select map objects** (**Shift+M**), and **View** (**N**). |
| Details column | **Structure** tree, **Properties**, **Marks**, **Checker**. |

The **Face**, **Edge**, and **Vertex** levels switch to **Edit geometry**: see [Geometry](/projects/structures/geometry.md). **Hot reload** is covered in [Hot reload](/projects/hot-reload.md). A gear at the top-left of the view opens **Structure rendering**, the same settings as the Map tab: see [Rendering quality](/map/rendering-quality.md).

There are no Undo or Redo buttons while a structure is open. Press **Ctrl+Z** and **Ctrl+Shift+Z** (or **Ctrl+Y**). Hiding and locking in the tree cannot be undone.

The structure name in the bar is locked while the structure has unsaved changes: press **Ctrl+S**, then rename.

## Camera and navigation

In the Map view, the default camera mode is **Orbit**.

| Input | Effect |
| - | - |
| Right-drag | Orbit around the point under the view. |
| Middle-drag | Pan. |
| **Shift** or **Ctrl** with middle-drag | Orbit. |
| **Shift** or **Ctrl** with right-drag | Pan. |
| **Alt** with left-drag | Orbit with any tool. **Shift** or **Ctrl** pans instead. |
| Wheel | Zoom. |
| **C** | Switch **Orbit** and **Free**. |
| **F**, **Home**, **Numpad .** | Frame the selection, or the whole model with nothing selected. |
| **Numpad 1** / **3** / **7** | Front, right, and top view. **Ctrl** gives the opposite side. |

The orientation cube at the top-right does the same: click a face or an axis to look from that side, and click again for the opposite.

**Free** mode: the right button looks around, **W A S D** move, **Space** or **E** go up, **Q** goes down, **Shift** speeds up, and the wheel changes the speed.

### Plan view

A label at the top-left reads `Map plan · Z cut …` with the cut height. Right-drag rotates the plan, and **Shift** locks it to 15° steps. Middle-drag or **Alt** with left-drag pans, and the wheel zooms toward the pointer. **Frame** (**F**) restores the north-up framing. The **Camera** section of the View panel is disabled in Plan.

Entering Plan frames the rendering box, or the structure if there is none, and turns the section cut on. The cut is not saved.

## The View panel

Click **View** (**N**) to open a column next to the details column. It stays open while you fly.

![View panel scrolled to Camera, Orientation grid with center, height, size, spacing, and rotation, and Clipping](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/structures/structures-view-panel.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=bbd02cb1d0701cadf49d4057816d8e54)

Camera, Orientation grid, and the start of Clipping.

| Section | What it changes |
| - | - |
| **Rendering** | **Show** picks what the preview draws: **All**, **Hide the map**, **Rooms only**, or **Editable geometry only**. **Rooms** and **Geometry** pick the draw style: **Clean**, **Outline**, **Edges**, or **Wireframe**. **Textured** off draws every surface flat. These change the preview only, not the export. |
| **Selection** | What **Select map objects** can hit: **Objects**, **Structures**, **Vegetation**, **Terrain**, **Water**, and the **Marking style**. With everything off, clicking selects nothing. Saved on this machine, not in the structure. |
| **Technical view** | The same section as on the Map tab. See [Technical views](/map/technical-views.md). |
| **Camera** | **Position (m)**, **Heading (°)**, and **Pitch (°)** of the live camera. Typing moves it. Disabled in Plan. |
| **Orientation grid** | The grid that rooms and geometry snap to. See [Grid](#grid). |
| **Clipping** | The rendering box and the section cut. See [Rendering box and cut](#rendering-box-and-cut). |
| **Labels** | Text over the scene. See [Labels](#labels). |

### Grid

**Draw on grid** shows the grid. The grid sets the floor of new rooms, even inside an existing model.

| Option | What it does | Default |
| - | - | - |
| **Center (m)** | Where the grid crossing sits. | The box, or the origin |
| **Z height (m)** | Grid height, as an absolute height in the world. The eyedropper takes the height of a vertex, edge, or mark you click. | Structure origin plus first floor |
| **Size (m)** | **Width** and **Length**, 1 to 10000. | 100 |
| **Spacing (m)** | Cell size, 0.05 to 100. When the lines would be too dense, the panel says which step is visible. | 1 |
| **Rotation (°)** | Grid angle. With a rendering box it is a **Rotation offset (°)**, and 0° aligns the grid to the box. | 0 |

If the grid ends up outside the visible space, a warning tells you to adjust the grid height or the cut.

### Rendering box and cut

The rendering box limits what the Map draws to the area around your work, so you see the structure instead of the whole city. The cut hides everything above a height.

![Clipping section with Limit rendering and Show box outline on, margins, minimum and maximum values, Select box, Frame, Remove box, and Cut above the section](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/structures/structures-view-clipping.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=11a131d070a4d73184b3712a9a6d2708)

Clipping with the rendering box on: margins, minimum and maximum, and Cut above the section.

| Option | What it does |
| - | - |
| **Limit rendering**, **Show box outline** | Turn the box on and off, and show or hide its outline and handles. Visible when a box exists. |
| **Use part geometry**, **Use selected model**, **Set manually** | Create the box around the part's editable geometry, around the map model you selected, or at 10 m around the part. **Set manually** appears only while there is no box. |
| **Model margins (m)** | Slack added to the box on each axis. Default 2, 2, 2. |
| **Minimum (m)**, **Maximum (m)** | The typed box. They become **Center (m)** and **Dimensions (m)** when the box is rotated. |
| **Select box**, **Frame**, **Remove box** | Select the box to drag its handles, fly to it, or delete it and turn the cut off. |
| **Cut above the section** | Removes everything above **Z height (m)**, including game models and the structure's geometry. Default off, 1.2 m above the grid. |

The box, the grid, the cut, and the labels are editing aids. They are saved with the structure and never exported.

### Labels

![Labels section with Show labels on and toggles for Interiors, Rooms, Portals, Props, Objects, Openings, Guides, and Measurements](https://mintcdn.com/rageon/TCzaS11pSGz1CPPK/images/structures/structures-view-labels.webp?fit=max\&auto=format\&n=TCzaS11pSGz1CPPK\&q=85\&s=21ff224e5e79d44a3558546e3bb93c0b)

Labels with a toggle for each kind of text in the scene.

**Show labels** is the master switch: off hides all labels without losing the others. The kinds are **Interiors**, **Rooms**, **Portals**, **Props**, **Objects**, **Openings**, **Guides**, and **Measurements**. **Rooms**, **Portals**, **Props**, and **Objects** start off. Saved with the structure.

## Select things

**Shift** adds to the selection and **Ctrl** toggles. **Shift** or **Ctrl** with a drag in empty space draws a marquee over the centers of items. **Box selection** (**B**) does the same with a rectangle tool.

The interior marker is a square with the structure's name, shown while nothing is selected and only once the part has rooms, geometry, or props. Select it and the gizmo works on the whole part: **Move interior** (**G**) and **Rotate interior** (**R**) change its position and heading, and **Frame interior** (**F**) flies to it.

**Select map objects** (**Shift+M**, Map view) selects buildings and props of the world map. The **Object** node that appears has an **Actions** menu. **Focus rendering** puts the rendering box around the object, moves the grid to its base height, and sets the cut 1.2 m above that floor. While the part is empty it also moves the part's origin to the center of the object's base. **Edit geometry**, **New part with this model**, and **Remove from map** are covered in [Geometry](/projects/structures/geometry.md).

### Snapping

While you draw or move, the cursor snaps to what is under it and shows a square and a label: **Vertices**, **Edge midpoints**, **Intersections**, **Face centers**, **Edges**, **Reference points**, **Rulers**, or **Measurements**. Hold **Ctrl** while drawing, or **Alt** on handles, to place freely.

## Transform bar

| Control | What it does | Default |
| - | - | - |
| **Move** (**G**), **Rotate** (**R**), **Scale** (**S**) | Gizmo mode. | **Move** |
| **Source** (**O**) | Picks the point of the selected prop that the gizmo works around. | Off |
| **Pivot**: **Median**, **Active**, **Individual** | Works around the selection's center, the last marked piece, or each piece on its own. | **Median** |
| **Lock axis**: **X**, **Y**, **Z** | Locks the gizmo to one axis. Click again to release. | None |
| **World** / **Local** | Axes of the world or of the piece. Shown when the selection has a rotation. | **Local** |
| **Snap** | **Free**, or a distance step of 0.05, 0.1, 0.25, 0.5, or 1 m, always with a 15° rotation step. | **0.25 m / 15°** |
| **Pointer**, **Align to surface** | Where placement clicks land, and whether props and new geometry follow the surface under the pointer. They appear only with **Create geometry**, **Light**, **Water**, or **Props** with a prop armed; **Align to surface** is not offered for **Light** and **Water**. | All three targets, off |
| **Frame** | Flies to the selection. | |
| **Orbit** / **Free** | Camera mode, Map view only. | **Orbit** |

While **G**, **R**, or **S** is armed you can type a value: `-` flips the sign, **X**, **Y**, **Z** pick the axis, **Enter** confirms, and **Esc** cancels. **Shift** with a handle drag duplicates the selection first. Rooms and portals have their own handles: see [Rooms](/projects/structures/rooms.md) and [Portals and openings](/projects/structures/portals-and-openings.md).

## The structure tree

The **Structure** section lists everything in the scene by part, in the order you leave it: rooms, portals, openings, props, lights, entity sets, marks, objects, and groups. Clicking a row selects it, activates its part, and switches to the tool that edits it.

![Filter types popover with toggles for Rooms, Portals, Openings, Props, Lights, Objects, and Markers, and All and None buttons](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-tree-filter.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=f4bc2e987f4b9c88fa8d17f8529e01d0)

Filter types in the tree and in view clicks.

* **Filter types** hides kinds from the tree and from clicks in the view. It turns orange while something is off.
* The eye hides a node in the view, and the lock protects it from edits. On a part they apply to everything inside.
* Drag rows to reorder, to move them into or out of groups and sets, or between parts. Drop a prop or light on the middle of a room to put it in that room.
* **F2** or a double-click renames rooms, lights, objects, marks, groups, sets, and parts. Portals, openings, and props cannot be renamed there. A portal row shows an internal id.
* **Delete** removes the selected rows. Deleting a part asks first. Deleting a group dissolves it: the children go back to the root of the part.

![Add to structure menu with New group, New prop, New set, Import model, and New part](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-tree-add-menu.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=25a29b58c3ba586b39e4d63c0ba794b4)

The Add to structure menu.

**Add to structure** (**+**) adds **New group**, **New prop**, **New set**, **Import model…** (a `.glb`, `.ydr`, or `.ydr.xml` file), and **New part**. Press **F2** to rename a new part. A group is only organization in the tree: it does not go out in the export.

![Context menu with Rename, Frame, Hide, Isolate, Lock, Duplicate, Group, and Delete](https://mintcdn.com/rageon/_nzjx4zmIQAxf8Hl/images/structures/structures-tree-menu.webp?fit=max\&auto=format\&n=_nzjx4zmIQAxf8Hl\&q=85\&s=98cb512b106641ffc4298299043b545e)

The right-click menu of a tree row.

Holding **Alt** over the view opens a similar menu with move, rotate, scale, frame, duplicate, and delete, plus **Selection** and **Tools** submenus. It closes when you release **Alt**.

> [!TIP]
>
> **H** hides the marked pieces, **Shift+H** isolates them, and **Alt+H** shows the whole part. **Ctrl+C**, **Ctrl+X**, and **Ctrl+V** copy, cut, and paste pieces inside the session. Paste goes to the active part and keeps the same world position. The clipboard is not shared with the system.

## Shortcuts

Shortcuts are ignored while a text field, a select, or a dialog has focus.

| Key | Action |
| - | - |
| **Ctrl+S** | Save the project. |
| **Ctrl+Z**, **Ctrl+Shift+Z** or **Ctrl+Y** | Undo, redo. |
| **Ctrl+E** | Export with the remembered destination. |
| **V**, **B**, **Shift+M** | **Select**, **Box selection**, **Select map objects**. |
| **1**, **2**, **3**, **4** | **Create room**, **Portal**, **Entrance**, **Scissors**. Each one also opens the **Interior** level. |
| **5**, **Shift+5**, **7**, **8**, **9**, **0** | **Props**, **Remove prop**, **Edit geometry**, **Light**, **Create geometry**, **Water**. |
| **N** | Open and close the View panel. |
| **G**, **R**, **S** | Start a move, rotate, or scale gesture. |
| **X**, **Y**, **Z** | Lock the axis. Repeat to release. |
| **C** | Switch **Orbit** and **Free**. |
| **F**, **Home**, **Numpad .** | Frame. With the **Portal** tool and portals selected, **F** flips them instead. |
| **Delete**, **Backspace** | Delete the selection. |
| **Esc** | Ends an origin pick, then releases the axis lock, then clears the selection. Also cancels a drawing or gesture. |
| **Enter** | Closes a polygon or outline, or confirms a typed value. |
| **Ctrl+D** | Duplicate the selection. |
| **Ctrl+A**, **Ctrl+I** | Select all, invert the selection. |
| **F2** | Rename. |
| **Alt** (hold) | Context menu over the scene. |

## Troubleshooting

> **Preparing the map…**
>
> The view loads the world first. Wait for the progress bar. If it stops, click **Try again**.

> **The map library isn't ready yet. Generate it in the Map tab — it's the same for both.**
>
> Open the **Map** tab and generate the library. See [Library](/map/library.md).

> **Couldn't move the camera: …**
>
> The camera panel needs the world to be running, and it is off in Plan. Switch to **Map** and wait for the map.

> **The grid is outside the visible space. Adjust the grid height or the cut.**
>
> Set **Z height (m)** under **Orientation grid**, or use the eyedropper on a vertex, or turn the cut off.


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