The Viewport window displays the scene which is rendered by the Engine, but viewports are more than passive observation points. This is where a large majority of the level design tasks take place, such as object placement, terrain editing, and in-editor play testing. They are also dynamic and flexible tools for a user to understand the 3D relationships among objects in a level.
|Table of Contents|
Moving in the Perspective Viewport Window
You can control the camera movement with the standard WASD control system commonly used in First Person Shooters.
- W to move forward.
- S to move backward.
- A to move (strafe) left.
- D to move (strafe) right.
When the mouse pointer is within the window, hold down the right mouse button and move the mouse pointer to rotate the view.
Hold down the middle mouse button and move the mouse pointer to pan the view.
Roll the middle mouse button wheel to move the view forward or backward.
Hold down Shift to double the speed of the viewport movements.
Viewport Movement Speed Control
The Speed: input is used to increase or decrease the movement speed of all the movements you make in the main Perspective Viewport.
The 3 buttons to the right of the Speed: <input> are shortcuts to the .1 1 and 10 speeds. You can also manually set the speed by typing into the box, or by using the two arrows to adjust the speed up or down.
The button after the three speed settings, turns terrain collision on and off when in edit mode.
The Viewport Header displays the name of the active viewport, allows you to open the viewport context menu by right clicking, use the Viewport Search, toggle helpers on/off or maximize an active viewport.
You can right click on the Viewport Header to access the The Viewport Context Menu.
The Viewport Search provides an accessible search field, allowing user to quickly find interested objects and filters out the rest.
- You can hide/freeze not-matched objects or just select matched ones.
- By clicking the 'x' button, you can clear the input field and quickly restore the viewport to the original state.
You can pick a Viewport Resolution from this menu or set your own Custom resolution by manually entering values:
This button allows you to hide all helper objects or turn them back on (Shift+Space).
You can also toggle helpers via the Display menu with Show/Hide Helpers.
With show helpers turned on, holding the spacebar key and hovering the mouse over the object will show all the pivots for the object. If you hold down the spacebar key, you can also easily select objects.
Maximize Viewport Toggle
The Maximize Viewport Toggle switches any active viewport between its normal size and fullscreen size.
Viewport Context Menu
The Viewport Context Menu provides numerous options for configuring the viewport, such as activating wireframe, showing icons, camera selection, etc.
Renders the scene in wireframe mode.
Renders the scene in point mode.
Displays object names on objects close to the current camera view.
Show Safe Frame
Displays a Target Aspect Ratio frame to show what is visible in game mode.
Show Construction Plane
Show Trigger Bounds
When helpers are enabled, show Trigger Bounding Boxes of certain entities, even when they're not selected.
When set, helper icons for objects will be shown.
Show Size-based Icons
Alternative method of rendering helper icons. Icons will dynamically scale size based on distance.
Show Helpers of Frozen Objects
Option to hide helpers completely for frozen objects, as opposed to the default icon dimming.
Target Aspect Ratio
Sets the target aspect ratio which can be used with the Show Safe Frame function.
Create Camera from Current View
Create a Camera entity based off the current perspective camera position and rotation.
Selects the default perspective camera, as opposed to cameras created by the Camera entity.
Selects the sequence camera for the active Trackview.
Lock Camera Movement
Locks camera movement for Trackview cameras.
Sets the current view to the view of a Camera entity within the level.
Maximizes the currently selected view for multiple viewports.
Contains various view options. See below for more information.
Choose from one of several preset layout configurations.
The View Menu
The View menu allows you to turn various windows and toolbars on or off as well as open the various Sandbox Editors and the Database View.
If you close a window and want to open it again, you can use the View -> Open View Pane menu.
Shows a top down view of your level, consisting of bounding boxes and line based helpers. Terrain Geometry will not be shown.
Shows a front view of your level, consisting of bounding boxes and line based helpers. Terrain Geometry will not be shown.
Shows a view of your level from the left side, consisting of bounding boxes and line based helpers. Terrain Geometry will not be shown.
Shows a view of your level using the default camera perspective, showing all level content. This is the most commonly used view mode.
Shows a overhead map of the level with helper, terrain, and texture information.
Docking Windows and Tools
Scaling and Moving Tools
Scaling and moving tools works the same way as in Windows. Move the mouse pointer to the edge of the window so that it turns into a double-ended arrow. Click and hold the left mouse button and move the mouse cursor.
Docking Tools to the side of the Viewport
Docking helpers will automatically appear whenever you drag a window over another window, or the Sandbox Editor itself.
Now, the window is docked. To undock it, drag the title bar again and move the selection window away (make sure that you don't accidentally re-dock it by moving it over a different button).
Docking a Window within another Window
Open up the View menu and open another tool (for example, the Flow Graph editor).
Now, as before, drag the title bar of the selected window away to un-dock it.
Docking a Window as a Tab in another Window
This is a great space saver, especially if you have only one monitor.