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Element settings

Element settings is the panel on the right. It shows the components of the selected object, and this is where you decide what the object does.

Objects have no fixed type. You add components to give an object its shape, looks and behaviour. Other pages sometimes call this panel the inspector.

Object buttons​

At the top of the panel, in the Transform section, these icons act on the whole object:

IconWhat it does
Copy object IDCopies the object's id to the clipboard.
DuplicateCopies the object with everything inside it.
Unlink prefabOnly on a copy of a prefab. Unlinks this copy from its prefab.
LockStops it being edited on the canvas.
DeleteRemoves it from the scene.
Hide / ShowHides or shows it.
Lock the floor early

Big background objects, like a floor or a backdrop, are easy to click by accident. Lock them, and your selections and drags will stop catching them.

Add a component​

Click + new component. The menu is sorted into groups. Components the object already has stay in the list, greyed out.

Geometry

ComponentWhat it gives the object
3D ModelA basic shape, or a model you imported.
ModifiersReshapes it: cuts one shape out of another, rounds edges, adds depth, smooths → Modifiers
TerrainRaises hills and valleys on its surface → Modifiers
3D ScanA 3D scan (a Gaussian splat).
PrefabA copy of a saved group of objects → Prefabs
InstancerMany copies of its shape, drawn quickly.
ParticlesFire, smoke, sparks and the like → Particles
PathA curve: a shape such as a pipe, or a route to travel → Paths

Material has no group. It sets how the surfaces look → Material.

Media

ComponentWhat it gives the object
TextA flat text label.
3D textText with depth.
VideoVideo, on a surface or as a texture.
AudioSound.
UIAn interface card → UI editor

Light & camera

ComponentWhat it gives the object
LightA light source.
ShadowWhether it casts and receives shadows.
CameraA camera → Cameras
Extra camera viewShows what this object's camera sees, like a minimap. Offered only on an object with a Camera.

Physics

ComponentWhat it gives the object
Rigid BodyPhysics moves the object.
ColliderThe shape physics uses for it.
Initial velocityThe speed it starts moving with.

More about bodies and colliders: Physics.

Logic

ComponentWhat it gives the object
EventsTriggers and actions → Events
StatesNamed snapshots of the object's settings.
AnimationTimeline presets → Animation
Look AtTurns the object to face a point or another object.
ScriptA script written in code.
BehaviorsReusable patches, built from nodes.

When plugins add their own components, they appear in one more group, Extensions → Custom components.

Transform (position, rotation and scale) is not in the menu. Every object has it, and it cannot be removed.

Transform​

FieldWhat it means
PositionIn your project's units.
RotationIn degrees.
ScaleA multiplier. You can link the axes so they scale together.
LockStops canvas editing, like the Lock icon.
Look At controls rotation

When you add a Look At component, the rotation fields turn off, because that component now sets the rotation. Remove it to set rotation by hand again.

3D Model​

Choose a basic shape (box, sphere, cylinder, capsule, cone, plane and more) or a model you imported. Each shape has its own size and segment settings.

Segments set how smooth a curved shape looks and how much work it takes to draw. A sphere with 32 segments looks round. With 8, it looks faceted. With 128, it looks the same as with 32 but costs more to draw.

Material​

The Material component sets how an object's surfaces look: colour, roughness, transparency and textures. To build a material of your own from nodes, use the Material editor.

Slots​

An object can have several materials, one in each slot. Slots follow the parts (submeshes) of an imported model: slot 1 paints the first part, slot 2 the second. This is how one chair can be wood and fabric at the same time.

+ Add material adds a slot with a Standard material. Each slot also has four icons:

IconWhat it does
EditOpens the Edit material panel. Clicking the slot does the same.
ReplaceOpens the Material library to pick another material.
DuplicateCopies the slot.
DeleteRemoves the slot. Not available when only one slot is left.

Drag slots to change their order. An object always has at least one slot.

Material types​

In Edit material, click the Material field to choose what the slot wears. The list opens in the Material library. It has the built-in types, and also your own materials.

TypeUse it for
StandardThe default. Realistic surfaces, set with metalness and roughness.
PhysicalStandard, plus clearcoat, transmission, thickness and refraction.
BasicFlat colour that ignores lighting.
ToonA cartoon look with shading in bands.
NormalColours from the surface direction, for checking a model.
Chroma keyVideo with one colour removed, like a green screen.
OccluderInvisible, but hides whatever is behind it.

The panel shows only the fields the chosen type has. When you switch type, the fields change.

Fields​

FieldWhat it does
NameHelps you tell slots apart.
SideWhich faces are drawn: front, back or double.
ColorThe base colour, with a swatch for its texture.
Alpha channelTurns transparency on.
Opacity0–100%, with a swatch for an opacity texture.
Roughness0–100%. 0 is smooth like a mirror, 100 is fully matte.
Metalness0–100%. Real materials are almost always 0 or 100.
EmissiveThe colour and strength of light the surface gives off by itself.
Start with roughness

If a surface looks wrong, adjust roughness first. Something either is bare metal or it is not, so metalness values in between usually look like a mistake.

A Chroma key material has its own settings: the source video and the colour to remove. Similarity, Smoothness and Spill, all in percent, set how strongly the colour is removed.

View preview shows the material on a test object. This is much easier to judge than a small swatch.

Textures​

Click the swatch next to a field to open the texture picker. Choose an image, a texture or a video, then set how it sits on the surface.

SettingWhat it controls
Repeat, Offset, CenterHow the image tiles and where it sits.
Rotation−180° to 180°.
Wrap S, Wrap TWhat happens at the edges: repeat, clamp or mirror.
Mag filter, Min filterHow the texture looks up close and far away.
Anisotropy1–16. Keeps the texture sharp when you see the surface at a low angle.
Generate mipmapsMakes smaller versions of the texture for far away.
Color spaceHow the image's values are read.
UV channelWhich set of texture coordinates to use, 0–3.
Flip Y, Premultiply alphaOrientation and how transparency is handled.
Check the colour space of data maps

A map that holds numbers instead of colour (roughness, a mask, a height map) must be marked as data. Otherwise it is colour-corrected and the values come out wrong. → Materials

Two things to expect:

  • The settings of a ready-made texture resource cannot be changed.
  • If the object has a Video component, the video becomes the colour map and the picker is locked.

Material library​

The replace icon on a slot opens the Material library:

TabWhat it has
Projectmaterials saved in this project
Teamyour team's shared materials
Creator Hubthe built-in types and templates from the platform
A saved material is shared

A material you pick from the library stays linked to its file. A team or Creator Hub material is first added to your project. When the slot wears a saved material, the From asset switch is on: your edits change that material on every object that uses it, and the panel says how many other places use it. Turn From asset off to give this object its own copy.

Text, video and audio​

  • Text has its own font, size, alignment and colour. Size is in pixels: 1000 px is one metre in the scene.
  • Video plays on the object. It starts muted, because browsers block autoplay with sound.
  • Audio plays a sound. By default the sound has a place in the scene, so it gets louder as you come closer.
Audio plays one sound at a time

Playing it again stops the sound that is already playing. For footsteps or gunshots, use a script, where each call starts its own sound.

Light and shadow​

There are five light types, each with a colour and an intensity. To aim a light, rotate its object. There is no target field.

Shadow sets whether an object casts and receives shadows. Shadows are the most expensive part of lighting, so turn on shadow casting only for the one or two lights that matter.

Which light type to use: Lights.

States​

A state is a named snapshot of the object's settings: position, colour, visibility or anything else. Add states here, then switch between them from an event.

Use states to build a switch, a highlight, or a door that is open or closed. You do not need to animate anything by hand.

While a state is selected, your edits go into it

Changes you make are saved to that state, not to the object. That is what you want while you build states. It is confusing if you did not notice a state was selected.

Script and patch​

Script points to a code file in your project assets. Behaviors is a list of patches, the node graphs you build in the Patch editor. Click Add behavior to attach a patch file. Click Edit logic to open the object's own patch.

Scripts and patches can show their own settings in this panel. So you can use one script on many objects, each with different values.


Next: Material editor — build your own materials from nodes.