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The Master Tool

Open the Master Tool

  1. Open the game in the editor.
  2. Use the tool dropdown in the upper-left editor toolbar.
  3. Select Master.
  4. Use the scene dropdown beside the controller dropdown to choose the scene you want to edit.
  5. Use the disk button in the upper-right editor toolbar to save the current game graph after making changes.

What Is Already in a New Scene

When you create a scene with the Master tool, Gameatude creates a usable starter scene. You do not need to add a floor just to begin.

  • A Plane primitive is already present at the origin. It is the starter floor.
  • The Plane is 1000 by 1000 units and is rotated flat.
  • Ambient and directional lights are already present.
  • A space sky is already present.
  • A perspective camera is already present.

You can select and edit or delete these starter items just like any other scene item.

Create and Name a Scene

  1. Open the Game Graphs section on the right side of the Master tool.
  2. Click Add New Scene.
  3. Enter the scene name when prompted.
  4. Wait for the editor to switch to the newly created scene.
  5. To rename the current scene later, enter a new value in Scene Name and click Apply Name.
  6. Save the game graph with the disk button.

Use the Scene View

  1. Choose an editor controller from the controller dropdown at the top of the editor. Orbit is the normal general-purpose editor view.
  2. Use the camera-view dropdown to view the scene from Perspective or from one of the six axis directions.
  3. Open the menu button in the upper-right editor toolbar when you need visual helpers.
  4. Enable Grid to show the grid.
  5. Enable Axis to show the world axes.
  6. Enable Collision to show invisible collision geometry.
  7. Enable Normals or Octree only when diagnosing those systems.

Select an Object

  1. Click the hand button in the Edit toolbar to turn scene selection on.
  2. Click an editable object in the scene.
  3. Confirm the selection in the Game Graph tree and in the Edit Selected panel.
  4. Click the hand button again when you are finished selecting so you do not accidentally select objects while navigating the scene.

Keep an Object Out of Click Selection

  1. Select the object normally.
  2. Click the hand-and-lock button to make the selected object unclickable in the current browser for the current scene.
  3. Use the hand-and-list button to review or remove unclickable items.
  4. Use Clear All in that dialog when you want to restore normal selection for every listed item.

Unclickable items are a browser convenience for the current scene, not a saved game-graph setting.

Add a Primitive

  1. Open Add Primitives in the left panel.
  2. Choose a primitive icon. The available primitive types are Box, Capsule, Circle, Cone, Cylinder, Decal, Dodecahedron, Icosahedron, Lathe, Octahedron, Plane, Ring, Sphere, Tetrahedron, Text, Torus, and Torus Knot.
  3. Set the displayed geometry parameters before placing the primitive. The fields change to match the selected primitive.
  4. For a Text primitive, enter the text, select a font, and set its size, depth, line height, bold, italic, and bevel options as needed.
  5. Choose a color or choose a material in the material picker.
  6. Choose Front, Back, or Both for the primitive material side when needed.
  7. Set placement snap if you need the object to align to an increment.
  8. Choose world rotation or camera-facing rotation for placement.
  9. Choosing a primitive turns on the Add Primitives placement mode. Move over the scene to preview its placement, then click a surface to create it.
  10. Turn off the add-primitive button in the Edit toolbar when you are finished placing primitives.
  11. Save the game graph.

Use a Decal

  1. Select Decal in Add Primitives.
  2. Choose its size, depth, roll, normal offset, and surface-alignment options.
  3. Choose the material to project.
  4. Click the target surface to place the decal.
  5. Use a small normal offset if the decal visibly flickers against its target surface.

Add a Model

  1. Open Add Models in the left panel.
  2. Click the thumbnail for the model you want to place.
  3. Choosing a model turns on the Add Models placement mode.
  4. Move over the scene to preview the model at the placement point.
  5. Click a surface to create a new instance of the selected model.
  6. Click the selected model thumbnail again, or turn off the Add Models button in the Edit toolbar, when you are finished placing it.
  7. Save the game graph.

The Master tool places instances of models that are already available in the current game graph.

Add and Edit Lights

Apply a Lighting Rig

  1. Open Add Lights in the right panel.
  2. Choose a lighting rig.
  3. Set Rig Strength to scale the rig's light intensities.
  4. Leave Replace existing checked when the rig should replace all existing scene lights.
  5. Click Apply Rig.
  6. Save the game graph.

Place One Light

  1. Choose a Light Type: Ambient Light, Directional Light, Hemisphere Light, Point Light, or Spot Light.
  2. Set the fields shown for that type. Depending on the light, these include color, intensity, shadow settings, distance, decay, angle, penumbra, and sky or ground color.
  3. Turn on the Add Lights button in the Edit toolbar.
  4. Click in the scene to place the selected light. Ambient lights do not need a scene position.
  5. Turn off Add Lights when finished.
  6. Save the game graph.

Edit or Remove a Light

  1. Open Add Lights.
  2. Click the light in the light list.
  3. Change the displayed parameters.
  4. Click Update Selected.
  5. Use the remove action on a light-list item to delete that one light.
  6. Use Clear Lights only when you intend to remove every light from the scene.
  7. Enable Helpers when you need to see light helpers while positioning or diagnosing lights.
  8. Save the game graph.

Move, Rotate, and Scale a Selected Object

  1. Select the object with the hand button.
  2. Choose Translate, Rotate, or Scale in the Edit toolbar.
  3. Drag the transform control in the scene, or enter exact values in the Position, Rotation, or Scale fields under Edit Selected.
  4. Use the Snap controls to choose a translation increment, rotation increment, or scale increment.
  5. Use the Undo and Redo buttons when you need to reverse or reapply a completed transform.
  6. Save the game graph after confirming the result.

Transform Multiple Primitives Together

  1. Create a group as described in the Groups section.
  2. Select that group's members with the group selection button.
  3. Choose Translate, Rotate, or Scale.
  4. Drag the shared transform control.
  5. Save the game graph.

Randomize a Selected Object

  1. Select an object.
  2. Set the desired position offset, Y rotation range, and scale variance in Randomize.
  3. Click the die button to apply the randomization.
  4. Save the game graph if you want to keep the result.

Rename, Clone, and Delete a Selected Object

  1. Select the object.
  2. Use the Name field in General to rename it.
  3. Click the clone button to create a duplicate of the selected object.
  4. Move the clone into its final location and rename it if necessary.
  5. Click the delete button only when you intend to remove the selected object from the scene.
  6. Save the game graph.

Edit a Selected Object's Material

  1. Select a mesh object.
  2. Open the Material section under Edit Selected.
  3. Use the color field when the selected material supports a color value.
  4. Choose Front, Back, or Both to set which side of the material renders.
  5. Choose a game material in the material list to replace the object's current material.
  6. Choose Remove Material when you need to clear the assigned material.
  7. Choose Invisible Collision when the selected primitive should act as invisible collision geometry.
  8. Save the game graph.

Edit UVs

  1. Select the mesh whose UV mapping you need to change.
  2. Open the UVs section under Edit Selected.
  3. Choose the face or UV controls presented for the selected mesh.
  4. Adjust the UV coordinates and inspect the material on the mesh.
  5. Save the game graph.

UV editing is for the selected mesh. It does not edit the source GLB file.

Set Physics and Liquid Options

Physics

  1. Select the object.
  2. Open Physics under Edit Selected.
  3. Choose the collision type.
  4. Choose the collision shape.
  5. Move or scale the object as needed. The Master tool refreshes supported physics bodies when a supported object is transformed.
  6. Save the game graph.

Liquid

  1. Select the primitive that should become water.
  2. Open Physics, then open Liquid.
  3. Enable Active.
  4. Choose a water style and shader.
  5. Set speed, alpha, distortion, water color, sun color, and texture size.
  6. Inspect the scene preview.
  7. Save the game graph.

Create and Use Primitive Groups

Groups in the Master tool contain primitive instances. They let you select and transform the member primitives together.

  1. Open Groups in the right panel.
  2. Click the add-group button and enter a group name.
  3. Select the new group in the Group list.
  4. Click the hand button in the Groups section to turn on member picking.
  5. Click primitive instances in the scene to add or remove them from the selected group.
  6. Click the hand button again to turn member picking off.
  7. Review the member list.
  8. Click the select-members button when you need to select all current members at once.
  9. Click the delete-group button only when you intend to remove the group. The primitive instances remain in the scene.
  10. Save the game graph.

Create a Boolean Operation

A boolean uses two selected primitive, model, or existing boolean-result sources to make a subtract, union, or intersect result. Terrain is not supported as a boolean source.

  1. Open Boolean in the right panel.
  2. Select the first source object in the scene.
  3. Click Use Selected As A.
  4. Select the second source object in the scene.
  5. Click Use Selected As B.
  6. Enter a Short Name and a Result Name.
  7. Choose Subtract, Union, or Intersect.
  8. Set the order when multiple boolean operations depend on one another.
  9. Choose whether the result is enabled and visible.
  10. Click Save Boolean and wait for the preview to rebuild.
  11. Use the Boolean Op list to return to an existing operation.
  12. Use Delete Boolean only when you intend to remove the selected boolean definition and its generated result.
  13. Save the game graph.

Create and Edit Cameras

  1. Open Cameras in the right panel.
  2. Choose a camera in the camera list to make it the live editor camera.
  3. Use the reset camera button to return the selected camera to its saved start state.
  4. Use the add-camera button to create a camera at the current viewport-camera position. Enter a short name when prompted.
  5. Use the displayed position, rotation, and look-at controls to position the live camera.
  6. Click Set Start to copy the live camera position, rotation, and look-at direction into the selected saved camera.
  7. Save the game graph.

Set the Scene Start

  1. Open Scene Start in the right panel.
  2. Choose a control type, or leave it at (auto) to use the normal automatic choice.
  3. Enter a start Position when the scene should begin at exact coordinates.
  4. Enter a Rotation quaternion only when you need an exact starting orientation.
  5. Enter a Spawn Id when the scene should start from a named spawn point.
  6. Use Clear Start to remove the explicit start configuration and return the scene to its default start behavior.
  7. Save the game graph.

Review the Game Graph Before Saving

  1. Review the Game Graph tree in the right panel.
  2. Confirm that primitives, models, lights, cameras, groups, and boolean operations that you expect are present.
  3. Make sure placement modes, selection mode, and group picking are turned off before returning to normal scene navigation.
  4. Click the disk button to save the current scene.
  5. Reload the scene and confirm that the intended objects, transforms, lights, camera settings, and start settings remain correct.

Master Tool Quick Checklist

  1. Select the correct scene.
  2. Keep the starter Plane if it is the floor you need.
  3. Place primitives, models, and lights.
  4. Select objects and set exact transforms, materials, and physics as needed.
  5. Set groups, booleans, cameras, and scene-start data only when your scene needs them.
  6. Review the Game Graph tree.
  7. Save with the disk button.
  8. Reload and verify the saved scene.