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Select the piece and open its **Properties**: the **Geometry** section holds every number. Rows that do not apply are
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hidden — a wall with no doors has no *Door width* row.
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### Wall
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| Row | What it sets |
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|---|---|
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|**Length** · **Height** · **Thickness**| the size of the wall |
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|**Doors** · **Door width** · **Door height**| how many doorways and their size |
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|**Windows** · **Win width** · **Win height**| how many window openings and their size |
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|**Sill height**| how far above the floor the window openings start |
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|**Shift**| slides the openings along the wall |
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Openings are spread evenly along the wall, centred on half metres, and a 10 cm pier always stays between them. The
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wall's origin is its **start end**, on the floor, so walls of a whole number of metres snap end to end on the grid.
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### Door
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| Row | What it sets |
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|---|---|
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|**Width** · **Height**| the opening the door fills |
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|**Frame depth** · **Frame**| how deep and how wide the frame is |
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|**Leaves**| single or double |
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|**Hinge**| left or right (a single door) |
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|**Opens**| in or out |
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|**Swing °**| how far it opens |
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|**Glass panes**| panes of glass in the leaf (0 for a solid door) |
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|**Sill**| a threshold at the bottom |
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|**Opens on**|**click**, or **proximity** — it opens when someone walks up to it |
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### Window
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| Row | What it sets |
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|---|---|
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|**Width** · **Height**| the size of the window |
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|**Sill height**| how far above the floor it sits |
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|**Frame depth** · **Frame**| how deep and how wide the frame is |
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|**Panes across** · **Panes up**| the glazing bars |
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|**Sill ledge**| a ledge under the window |
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|**Opens**|**fixed**, or **casement** (it swings open) |
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|**Hinge**| left or right (a casement) |
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### Stairs
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| Row | What it sets |
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|---|---|
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|**Shape**| straight, L, U or spiral |
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|**Width** · **Steps**| how wide the stair is and how many steps it has |
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|**Rise** · **Run**| the height and depth of each step |
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|**Turn**| left or right (L, U and spiral) |
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|**Flight gap**| the space between the two flights of a U stair |
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|**Column**| the thickness of a spiral stair's centre column |
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|**Solid** · **Tread**| a solid stair, or open treads of this thickness |
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## Fitting a door or window into a wall
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A door and a window both sit centred on their opening, at floor level. To fit one into a wall, place it on the same
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grid point as the centre of the wall's opening, with the same size as the opening (and, for a window, the same **Sill
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height**). The pieces from the Add menu already match each other.
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## Doors and windows that open
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In **Interact** and **Play**, click a door to open or close it, or walk up to a door set to open on proximity.
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Casement windows open the same way. Every peer sees the same swing, and a player who joins later sees the door already
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open. In **Edit** a door always shows shut, so it is easy to place.
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## Collisions
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- Walls and stairs collide with their exact shape: doorways stay open, and a walking player climbs steps up to 0.3 m
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high.
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- A door's frame blocks around the doorway, and its leaf blocks only while it is shut.
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- A window is a solid slab.
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## Limits
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- The parts of a door or window are rebuilt from its numbers on every device, so [editing the mesh](mesh-editing.md) of
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a door changes only its frame.
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- Very steep stairs (a **Rise** near 0.3 m) are the most a walking player can climb.
@@ -69,7 +69,8 @@ everyone; previewing and the frustum lines are yours alone. The object's right-c
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screen, **✕** hides the window (the *Preview window while selected* row brings it back), and right-drag moves it.
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A game uses cameras through the [Set Active Camera](nodes/setcamera.md) node, the [Game Start](nodes/gamestart.md) node's
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camera, and [Set Look](nodes/setlook.md) for each camera's own [look](post-processing.md).
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camera, [Set Look](nodes/setlook.md) for each camera's own [look](post-processing.md), and since 1.27 the
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[Camera Rig](nodes/camerarig.md) node, which makes a camera follow or watch an object.
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## Camera lens
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@@ -116,12 +117,78 @@ The **Environment** section sets the scene's lighting and sky. Pick a preset chi
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|**Night**| Dim and cool. |
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|**Classic**| The pre-lighting look with the rig **off** — bring your own lights. |
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Since 1.27 five more chips — **Clear sky**, **Meadow**, **Sunrise**, **Starlight** and **Photo studio** — use a real sky
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photo; see [Sky images](#sky-images-hdri).
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An **Exposure** slider tunes overall brightness. The lit presets add a sun that casts shadows, with a shadow-catcher disc under the scene so shadows land even on the infinite grid.
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Environment is a **shared, latest-wins** setting — the most recent change wins for everyone. You can also **save**, **export** and **import** custom presets (stored locally), and adopt presets other peers have shared.
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Below Environment, **Background** sets the clear color and **Fog** adds distance fog (color + near/far), both shared. A fog you set by hand keeps exactly the near and far you typed; a preset's fog still grows with a big scene.
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## Sky images (HDRI)
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Since 1.27 a sky image — an HDRI, a 360° photo that keeps the real brightness of the sun and the sky — can be the
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scene's sky **and** its light. Every object picks up the image's colours and brightness, shiny objects reflect it, and
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[water](water.md) mirrors the real clouds. The scene's sun is placed where the photo's sun is, so shadows agree with the
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sky.
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It lives in **Configure Scene ▸ Environment ▸ Sky image (HDRI)**, under the preset chips and the Exposure slider. Click
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a card to switch to that sky; like every Environment setting, everyone in the session sees it.
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| Sky | What it looks like |
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|---|---|
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|**Clear sky**| open blue sky with clouds, haze on the horizon |
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|**Meadow**| a sunny meadow with trees |
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|**Sunrise**| a low warm sun and long shadows |
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|**Starlight**| dusk under the stars |
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|**Photo studio**| softbox lighting over a plain grey backdrop — light only; reflections show the studio |
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The five skies are also preset chips, and in VR they are in the radial menu's **Scene ▸ Environment**. All five are CC0
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images from [Poly Haven](https://polyhaven.com).
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| Row | What it does |
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|---|---|
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|**Upload HDRI…**| use your own equirectangular `.hdr` or `.exr` file (up to 25 MB; 1k–2k is plenty). It is added to the [Explorer](explorer.md), your peers download it from you automatically, and it is saved inside `.tpscene` files and exports |
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|**Rotation**| turns the sky; the sun and its shadows turn with it |
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|**Image light**| how strongly the image lights objects (the sky itself is unchanged) |
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|**Show as sky**| off keeps the image's light and reflections but shows the colour sky instead |
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|**Sky blur**| softens the background — handy behind a product shot |
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|**Tone mapping**|**ACES Filmic** (the default), **AgX** or **Neutral**: how the bright image is fitted to the screen |
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|**None** (the first card) | back to the colour sky and the light rig |
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**Exposure**, above the cards, brightens or darkens the whole picture, and while a sky image shows it works on the
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desktop whatever else is on. Editing any of these turns the preset into *Custom*, like any other sky edit; **Save
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preset** keeps it.
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A short tour points at the cards the first time you see them (**Settings ▸ Interface ▸ Tours ▸ Reset all** shows it
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again).
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### Sky image quality
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How sharp the sky and its reflections are is a setting for **this device only** — **Settings ▸ Scene ▸ Performance ▸
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Sky image quality**:
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| Choice | What it does |
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|---|---|
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|**Auto** (the default) |**Low** in a headset, in VR, or once the scene is too heavy for effects; **Full** otherwise |
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|**Full (1k)**| prepares the image at 1024 px |
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|**Low (headset)**| prepares it at 512 px — a quarter of the memory |
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The scene and your peers are unaffected.
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### Limits
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- Only equirectangular images (twice as wide as they are tall); cube-map files are not supported. An `.exr` must be RGB
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or RGBA.
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- Files over 25 MB are refused — your peers could not receive them.
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- Someone on an app older than 1.27 in the same session sees the preset's flat colours instead of the image.
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- A [scene look](post-processing.md) with its own [Tone mapping](post-processing.md#tone-mapping) effect keeps its own curve.
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## Lights
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A **directional** or **spot** light shines where it points. Turn it with the rotate gizmo — or type into the rotation rows — and the beam and its shadow follow, the way a light behaves in any 3D tool. Older scenes that aimed a spot at a saved point load aimed the same way.
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@@ -157,3 +157,9 @@ Every scene page ends with **Report this scene**: pick a reason — **Spam**, **
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Staff accounts have a **Staff · Insights & moderation** entry in the profile menu for the report queue and the visit
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totals; it is not shown to anyone else. Assets an author had no right to license are exactly what *Stolen work* is for: the license picker cannot express "all rights reserved", so a report and a takedown are how that is handled.
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## What's new on theprototype.app
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Since 1.27 the **What's New** window (logo menu) on theprototype.app starts with a **theprototype.app cloud** section:
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what changed in the hosted service — publishing, community, rooms, hosted AI — above the app's own release notes. A
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Fields that hold a distance or an angle also accept a typed **unit** (`12cm`, `4in`,
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`90deg`) — see [Units](units.md).
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#### Number fields and undo
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Since 1.27 every number field you can drag — the Inspector's **Position** / **Rotation** / **Scale** and its other
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values, shader-node vectors, and the [Animation window](animation.md)'s length, speed, fps, step and key fields — works
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the same way with undo:
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-**One drag is one undo step.** However far you scrub, one <kbd>Ctrl</kbd>+<kbd>Z</kbd> puts the value back where the
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drag started. (Before, a shader vector took two, and the Animation window's length, fps and step took one per pixel
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moved.)
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-**One typed edit is one undo step.** Click a field, type a value (it applies as you type) and press <kbd>Enter</kbd>:
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that is one step, even if you paused between keys.
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-**<kbd>Esc</kbd> cancels typing.** It puts back the value the field had before you started, as it already did for
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arrow-key steps, and leaves nothing on the undo stack.
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-**Undo shows at once.** After <kbd>Ctrl</kbd>+<kbd>Z</kbd> the Position / Rotation / Scale rows show the restored
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numbers straight away — before, they kept the old number until you clicked something, and dragging from it made the
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object jump.
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- The Animation window's playback **Speed** is undoable now too.
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-**Selecting a shader node is not an edit.** Clicking a node in the [Shader editor](shader-graph.md) selects it on your
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screen only: it adds no undo step and is not sent to the other people in the session.
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### Text selection
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Dragging across a menu, a toolbar or a panel does not paint a text selection, and a drag that starts in the 3D view or
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**Empty viewport** — a quick right-click opens the scene menu:
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-**Search objects…** — find an object in the scene by name (off by default: **Settings ▸ Interface ▸ Lists & menus ▸ Object search in menu**).
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-**Add** — the full primitive catalog (meshes, building blocks, cameras, lights, [water](water.md), [effects](particles.md), a [fluid tank](simulation.md#fluid-tank)) plus empty groups; objects spawn at the clicked point.
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-**Add** — the full primitive catalog (meshes, building blocks, [architecture](architecture.md) — walls, doors, windows and stairs — cameras, lights, [water](water.md), [effects](particles.md), a [fluid tank](simulation.md#fluid-tank)) plus empty groups; objects spawn at the clicked point.
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-**Undo / Redo**, **Ping here**.
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-**Selected ▸** — the selected object's own menu (shown only while something is selected).
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-**Tools** — Node editor, Draw mode (drag 3D strokes on surfaces, or click out an editable [spline](splines.md)), Measure distance, Simulate physics (and *Reset simulation* while one runs), [Recording…](recording.md) (a turntable or flythrough video).
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