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    Show / Hide Table of Contents
    • Requirements
    • Stride for Unity® developers
    • Stride Launcher
    • Get started
      • Install Stride
      • Visual Studio extension
      • Launch Stride
      • Create a project
      • Game Studio
      • Assets
        • Create assets
        • Use assets
      • Scenes
        • Create a scene
        • Add entities
        • Manage entities
        • Navigate in the Scene Editor
      • Launch a game
    • Animation
      • Import animations
      • Animation properties
      • Set up animations
      • Preview animations
      • Animation scripts
      • Additive animation
      • Procedural animation
      • Custom blend trees
      • Model node links
      • Custom attributes
    • Audio
      • Import audio
      • Audio asset properties
      • Non-spatialized audio
      • Spatialized audio
        • Audio emitters
        • Audio listeners
        • HRTF
      • Stream audio
      • Global audio settings
      • Play a range within an audio file
      • Custom audio data
      • Set an audio device
    • Engine
      • Assets
        • Asset bundles
        • Asset control
      • Entity component model
        • Manage entities
      • File system
    • Files and folders
      • Project structure
      • Cached files
      • Version control
      • Distribute a game
    • Game Studio
      • Scenes
        • Create and open a scene
        • Navigate in the Scene Editor
        • Manage scenes
        • Load scenes
        • Add entities
        • Manage entities
      • Assets
        • Create assets
        • Manage assets
        • Use assets
        • Archetypes
      • Prefabs
        • Create a prefab
        • Use prefabs
        • Edit prefabs
        • Nested prefabs
        • Override prefab properties
        • Prefab models
      • Game settings
        • Splash screen
      • World units
    • Graphics
      • Cameras
        • Camera slots
        • Animate a camera with a model file
      • Materials
        • Material maps
        • Attributes
          • Geometry attributes
          • Shading attributes
          • Misc attributes
          • Clear-coat shading
        • Layers
        • Slots
        • Materials for developers
      • Textures
        • Normal maps
        • Compression
        • Streaming
        • Skyboxes and backgrounds
      • Lights and shadows
        • Add a light
        • Point lights
        • Ambient lights
        • Directional lights
        • Skybox lights
        • Spot lights
        • Light probes
        • Light shafts
        • Shadows
        • Voxel Cone Tracing GI
      • Post effects
        • Anti-aliasing
        • Ambient occlusion
        • Bloom
        • Bright filter
        • Color transforms
          • Film grain
          • Gamma correction
          • ToneMap
          • Vignetting
          • Custom color transforms
        • Depth of field
        • Lens flare
        • Light streaks
        • Local reflections
      • Graphics compositor
        • Scene renderers
          • Custom scene renderers
        • Debug renderers
        • Render textures
        • Render group and masks
      • Effects and shaders
        • Effect language
        • Shading language
          • Classes, mixins and inheritance
          • Composition
          • Templates
          • Automatic shader stage input/output
          • Shader stages
        • Custom shaders
        • Compile shaders
      • Low-level API
        • Textures and render textures
        • Pipeline state
        • Resource binding
        • Draw vertices
        • SpriteBatch
        • SpriteFont
      • Rendering pipeline
        • Render features
        • Render stages
      • Sprite fonts
    • Input
      • Gamepads
      • Gestures
      • Keyboards
      • Mouse
      • Pointers
      • Sensors
      • Virtual buttons
    • Navigation
      • Navigation groups
      • Navigation meshes
      • Navigation bounding boxes
      • Navigation components
      • Dynamic navigation
    • Particles
      • Create particles
      • Emitters
        • Shapes
          • Ribbons and trails
        • Materials
        • Spawners
        • Initializers
        • Updaters
      • Tutorials
        • Particle materials
        • Inheritance
        • Lasers and lightning
        • Create a trail
        • Custom particles
    • Physics
      • Colliders
        • Static colliders
        • Rigidbodies
        • Kinematic rigidbodies
        • Characters
        • Collider shapes
        • Triggers
        • Constraints
      • Raycasting
      • Simulation
      • Tutorials
        • Create a bouncing ball
        • Script a trigger
    • Platforms
      • Linux
        • Setup and requirements
        • Create a Linux game
      • UWP
        • Xbox Live
      • iOS
      • Add or remove a platform
      • Set the graphics platform
    • Scripts
      • Types of script
      • Create a script
      • Use a script
      • Public properties and fields
      • Scheduling and priorities
      • Events
      • Debugging
      • Preprocessor variables
      • Create a model from code
    • Sprites
      • Import sprite sheets
      • Edit sprites
        • Set sprite borders
      • Use sprites
    • UI
      • Pages
      • Libraries
      • Editor
      • Add a UI to a scene
      • Layout system
    • Video
      • Set up a video
      • Video properties
      • Video scripts
      • Use a video as a skybox
    • Virtual reality
      • Enable VR
      • Preview a scene in VR
      • Overlays
        • Display a UI in an overlay
      • VR sickness
    • NuGet
      • Consume Packages
      • Create Packages
    • Troubleshooting
      • Logging
      • Debug text
      • Profiling
      • Stride doesn't run
      • Default value changes ignored at runtime
      • Lights don't cast shadows
      • Full call stack not available
      • Error: "A SceneCameraRenderer in use has no camera assigned to its [Slot]. Make sure a camera is enabled and assigned to the [Slot]"
    • Get started
    • Scenes
    • Navigate in the Scene Editor

    Navigate in the Scene Editor

    Beginner Level designer

    You can move around the scene and change the perspective of the editor camera. The XYZ axes in the bottom left show your orientation in 3D space.

    Scene orientation gizmo

    Move around in the scene

    There are several ways to move the editor camera around the Scene Editor.

    Tip

    Holding the Shift key speeds up movement.

    Fly

    Hold the right mouse button and move the mouse to change the camera direction. Hold the right mouse button and use the WASD keys to move. This is similar to the controls of many action games.

    Pan

    Hold the right mouse button and the center mouse button and move the mouse.

    Dolly

    To dolly (move the camera forward and backward), use the mouse wheel.

    Orbit

    Hold Alt and the left mouse button and move the mouse.

    The point of rotation is always the center of the screen. To adjust the distance to the center, use the mouse wheel.

    Rotation

    Focus on an entity

    After you select an entity, press the F key. This zooms in on the entity and centers it in the camera editor.

    You can also focus by clicking the magnifying glass icon next to the entity in the Entity Tree.

    Focus icon

    Tip

    Focusing and then orbiting with Alt + left mouse button is useful for inspecting entities.

    Controls

    Action Control
    Move Arrow keys + right mouse button


    WASDQE keys + right mouse button


    Look around Hold right mouse button + move mouse
    Dolly Middle mouse button + right mouse button + move mouse
    Orbit Alt key + left mouse button
    Zoom Mouse wheel


    Alt + Right mouse button + move mouse


    Pan Middle mouse button + move mouse
    Focus F (with entity selected)
    Tip

    You can change the scene navigator controls in Edit > Settings under Scene Editor > Key bindings. Key bindings

    Change camera editor perspective

    You can change the camera editor perspective using the view camera gizmo in the top-right of the Scene Editor.

    View camera gizmo

    Snap camera to position

    To change the angle of the editor camera, click the corresponding face, edge, or corner of the view camera gizmo.

    Click Camera position
    Face Faces the selected face
    Edge Faces the two adjacent faces at a 45° angle
    Corner Faces the three adjacent faces at a 45° angle

    Camera options

    Note

    This page explains how to use the Scene Editor camera. For information about how to use cameras in your game, see Graphics — Cameras.

    To display the Scene Editor camera options, click the camera icon in the top-right of the Scene Editor.

    Switch to orthographic

    Perspective and orthographic views

    Perspective view is a "real-world" perspective of the objects in your scene. In this view, objects close to the camera appear larger, and lines of identical lengths appear different due to foreshortening, as in reality.

    In orthographic view, objects are always the same size, no matter how far their distance from the camera. Parallel lines never touch, and there's no vanishing point. It's easy to tell if objects are lined up exactly in orthographic view.

    Perspective and orthographic diagram

    Perspective and orthographic views

    You can also switch between perspective and orthographic views by clicking the view camera gizmo as it faces you.

    Field of view

    You can change the camera field of view. This changes the camera frustum, and has the effect of zooming in and out of the scene. At high settings (90 and above), the field of view creates stretched "fish-eye lens" views. The default setting is 45.

    Near and far planes

    The near and far planes determine where the camera's view begins and ends.

    • The near plane is the closest point the camera can see. The default setting is 0.1. Objects before this point aren't drawn.

    • The far plane, also known as the draw distance, is the furthest point the camera can see. Objects beyond this point aren't drawn. The default setting is 1000.

    Game Studio renders the area between the near and far planes.

    Camera position

    Camera speed

    The camera speed setting changes how quickly the camera moves in the editor.

    See also

    • Create and open a scene
    • Load scenes
    • Add entities
    • Manage entities
    • Improve this Doc
    In This Article
    In This Article
    • Move around in the scene
      • Fly
      • Pan
      • Dolly
      • Orbit
      • Focus on an entity
      • Controls
    • Change camera editor perspective
      • Snap camera to position
    • Camera options
      • Perspective and orthographic views
    • See also

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