Building
Use Settings → Building for room-wide build behavior: task refreshes, grid presentation, and navigation-mesh work. Enter Build Mode first, then change one group at a time and test from the player path.
For your own default transform tool, hotbar, and gizmo handles, use Build Tool Preferences. Those are personal builder choices rather than room-wide settings.
Live task updates
Live tasks edit refreshes task data after you edit it. Turn it on while you are actively refining no-code interactions, then test the trigger and effect flow after a meaningful change. Turn your attention back to the player view: an interaction that looks connected in the editor still needs a full player test.
Snapping and the grid
| Control | Range | What it does |
|---|---|---|
| Grid Size | 0.01–10 metres |
Sets the spacing used when build-bar snapping is on. You can type an exact value. |
| Show Grid | On or off | Shows or hides the visible grid. It does not change whether snapping is on. |
For a row of props, start with a larger Grid Size for the broad layout, then reduce it for the final alignment. If an item refuses to line up, check the build bar's snapping state before changing the grid size again.
Navigation Mesh
A navigation mesh is the walkable map used by NPCs and other characters that navigate the environment. After moving floors, ramps, walls, doorways, or large props, update it deliberately.
| Control | Range or state | What it does |
|---|---|---|
| Build Nav Mesh / Rebuild Nav Mesh | Button | Builds the first navigation mesh or rebuilds an existing one after layout changes. |
| Max NPC Height | 0.5–5 metres |
Sets the height used while building so taller NPCs do not treat low ceilings as passable. |
| Show Nav Mesh / Hide Nav Mesh | Button after a mesh exists | Shows or hides the navigation visualization for inspection. |
Example: update a route after adding a bridge
- Finish the bridge's collision and make any intended shape surfaces AI Walkable.
- Set Max NPC Height for the characters that need to use the bridge.
- Choose Build Nav Mesh or Rebuild Nav Mesh.
- Choose Show Nav Mesh and inspect the bridge, nearby stairs, and both ends of the route.
- Test the intended character path before adding decoration.
The mesh does not replace collision testing. A route can appear walkable in the visualization while a player or a character still has trouble with a tight turn, a low ceiling, or a badly placed prop.
