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The shell of a structure and every solid you add to it is geometry. Create geometry draws parametric shapes; Edit geometry reshapes faces, edges, and vertices of those shapes, of the shell, and of buildings copied from the world map.

Create geometry

1

Open the tool and pick a shape

Click Create geometry in the left dock or press 9. The Geometry node opens. Choose a Shape and set Z level (m) if the base is not on the floor. Exit tool (X) in the node closes it.
Geometry node with Shape set to Box, Z level, and Width, Length, Height, and Divisions parameters

The Geometry node on Box.

2

Draw the base, then the height

Drag the base in the view, release, move the pointer to set the height, and click to confirm. Hold Ctrl for no snap. A horizontal Plane is complete on release.
3

Edit the result

The dock switches to Edit geometry with the new object’s faces selected. The Object section repeats the shape’s parameters; each change rebuilds the shape.
Box selected in the scene with the Modeling tools dock and the Object · Box section

A new box: Selection and Object · Box sections on the right.

Pointer and Align to surface in the transform bar decide where the base lands. With Align to surface on, the shape is drawn on the face under the pointer.

Shapes

For Outline and Flat outline, click each corner, then click the first point or press Enter to close. Backspace removes the last point. At least three points that do not cross are needed. Outline then asks for the height like a box: move the pointer and click. Flat outline is created as soon as it closes.
Geometry node set to Stairs with Steps 8, Stair type Closed block, and a rise and run readout

Stairs with Stair type and the rise and run readout.

Stair type is Closed block, Open, cut through, or Ramped underside. For steps the ped can climb, see FLAG_STAIRS and Stair ramp under Collision.

Edit geometry

Enter with Edit geometry (7), by clicking a geometry object in the tree, by choosing Face, Edge, or Vertex in the options bar, or right after you draw a shape. 1, 2, and 3 switch to Vertex, Edge, and Face while editing. Back to structure leaves. Selection in Structure details says what is marked. Position (m) moves the whole selection by its center, in the coordinates chosen in Reference (World or Project; Δ model for a copied map model).

Box selection

Turn on Box selection (B) in the bottom dock, then drag a rectangle. Everything whose center falls inside is selected. Without the toggle, Shift or Ctrl plus drag does the same.
Bottom dock with Box selection active and a selected face with the move gizmo

Box selection armed in Face mode.

Right-click in the view for Select through (reaches faces behind others) or Select visible only. Alt Z toggles them. L selects linked geometry under the cursor, Ctrl L links to the selection, and H, Shift H, Alt H hide, isolate, and show all.

Tools

The Modeling tools dock holds these. Drag in the view, then click or press Enter to confirm. A floating guide shows the value. Each tool switches the selection level it needs: Extrude leaves Vertex, Inset, Bisect, and Knife go to Face, and Bevel goes to Edge. Options for the active tool appear in the top bar:
Top bar with Mode set to Region and Direction to Normal, the Extrude tool active, and a refused-action notice

Extrude active, with Mode and Direction in the top bar.

Three menus hold the other operations. They are disabled until something is selected.
Clean up and triangulate menu listing Merge at center, Merge by distance, Triangulate, and Flip normals

The Clean up and triangulate menu.

History

Every action goes into History (N) in order. Click a row to open its numbers and mark its components in the view. The eye turns an action off without deleting it, and the trash removes it. Ctrl Z undoes the last one. The newest action opens by itself, so you can change its numbers right away: Distance (m), Width (m), Segments, Cuts, and so on.
History section with two actions, Inset and Extrusion, and the Extrusion parameters open

History with an Inset and an open Extrusion.

An action that depends on an earlier one stops working if you turn that one off or remove it.

When an action is refused

If the geometry cannot take an action, Action not applied says why and nothing changes. Change the selection and try again. When an earlier action lost the components it was applied to, Use current selection re-targets it to what is selected now and Remove dependent detail drops the action that relies on the missing component. Close notice dismisses the message.
Selection and Action not applied sections with a message to select the open outline of the hole

A refused Fill with the reason, Use current selection, and Close notice.

Shapes you can still tune

An object drawn with Create geometry keeps its parameters in Object. Duplicate places a copy beside it. Convert to editable mesh swaps the parameters for face-by-face editing, and Ctrl Z undoes the conversion. Remove object deletes the object after you confirm.

Edit a building from the world map

1

Select the model

In the Map view, turn on Select map objects (Shift M) and click a building or prop.
2

Open Actions

In the card, open Actions: Focus rendering, Edit geometry, New part with this model, Remove from map.
3

Choose Edit geometry

The model is copied into the structure as an editable object named after it, and its faces are selected.
Remove from map also hides the original in the exported resource. To bring the original back and keep your edited copy, turn off Remove from map in the object’s section, or use Restore on map in the tree menu. Restore the map model goes further: it deletes your copy from the list and restores the original (Ctrl Z undoes it). Convert to prop is disabled (replaces the map) for objects that replace a map model.

Import a model

Click Add to structure (+) > Import model… and choose a .glb, .ydr, or .ydr.xml file. Each mesh becomes an object in the active part, and Edit geometry opens with its faces selected. Save the project first: the model’s images are copied into its folder.

Collision and material

Select faces and scroll to Material. One selection with mixed materials reads Different materials.
Material section with No texture card, Library and Import buttons, Type Opaque, and the Collision group

Material with the texture card, Type, and Collision.

Pick the texture with the card or Library, or bring your own with Import. See Textures.

Collision

Collision group with Surface, Collision material, and the Collision flags list showing FLAG_STAIRS and others

The Collision flags list open.

Collision material and Collision flags are available unless Surface is Drawing only.

Troubleshooting

The pointer found nothing to draw on. Aim at the map, a piece of geometry, or the grid, and check that Pointer has them turned on.
A size in Parameters is 0 or negative. Enter a value above 0.
Add corners to the outline so its edges do not cross.
Click at least two points for a strip along a path, then press Enter.
Extrude and inset need a region with an edge. Select some faces of the object instead of all of them.
The selection is not made of quads. Use Bisect instead.
Right-click the locked row in the tree and choose Unlock.
Split the face with Knife or Bisect first, then move the vertices.
Select faces first, or wait for the editor to finish.
The map model has not loaded. Get closer to it on the Map and try again.
You already copied it. Select its object in the tree.
Use a .glb, .ydr, or .ydr.xml file with real faces, not only points or lines, and save the project first.
This blocks export. Click the message in the Checker to select those faces, then apply a texture.