3D Scene Editor
Build a 3D Scene with one floor, one visible Object, and one runtime Camera before adding a larger world. The authoring viewport and game Camera can look at different places.
Prerequisites
Create a Blank 3D project or open a 3D project. Show Advanced resources and open a 3D Scene. Prepare a 3D Object with a Primitive or Model component. The current convention uses X and Y for the ground plane and Z for height, with creator-facing distances in metres.
Place and Frame Content
- Add or place your test Object in the Scene and select its placement.
- Set Transform position and scale. Start with scale
1and a one-metre test primitive. - Use placement properties for changes specific to this placement. Edit the reusable Object for shared component defaults.
- Configure an enabled Camera that can see the test Object. Check perspective Field of View or orthographic height, plus Near and Far clipping.
- Select this Scene as the start Scene, inspect Game View, and run it.
Use Scene Explorer to find an obscured placement instead of relying on clicking visible geometry. Move, rotate, and scale tools change the selected target. Viewport orbit/zoom changes your editor view; it doesn’t rewrite the runtime Camera’s framing.
Add Appearance and Contact
Assign Materials and Lights after the neutral geometry is visible. Imported Models can add material overrides, animation, and skeleton constraints.
Physical participation is a separate setting. Choose static bodies for fixed geometry and the intended dynamic/kinematic behavior for moving content. Check body dimensions and collision at the same world scale as the visible geometry. A mesh or shadow proxy isn’t automatically its Collider.
Choose a World Tool
| Mode or section | Use |
|---|---|
| Object Mode | Place reusable Objects and configure Scene rendering, Cameras, and physics. |
| Terrain Mode | Sculpt and paint ground, add foliage, or edit water bodies. |
| Map Mode | Edit sparse authored blocks and voxel layers. |
| Voxel Mode | Configure procedural worlds through the Voxel Generator and world controls. |
| Rendering > Baked Lighting (GI) | Bake sky and bounced light for supported still geometry. |
Start with one system in a small Scene. Terrain heights, authored voxel layers, and generated chunks have different storage and collision paths. Save and reopen, run the Scene, and test contact before combining them.
Expected result: the runtime Camera shows the intended placement at its authored world size. A second check should establish floor contact and motion; seeing an Object does not establish that physics participates.
Troubleshooting
If the game is empty, inspect start Scene, Camera orientation, clipping, active state, and visibility. If Objects intersect or fall through the floor, inspect their bodies and physical dimensions. If movement uses the wrong axis, check the Action’s 3D fields and Logic dimension.
If appearance differs from the authoring viewport, compare the runtime Camera, environment, Material, and renderer settings. See 3D project setup, physics settings, and display settings.
Myth Engine Documentation
