Camera and views
The viewport camera moves the same way as in Unreal Engine 5. Left-click always belongs to the current tool. Move the camera with the right button, middle button, mouse wheel and Alt combinations.
Camera controls
Section titled “Camera controls”| Input | Action |
|---|---|
| Hold right button and move mouse | Look around |
| Right button + W A S D | Fly forward · left · back · right (smooth acceleration) |
| Right button + E or Space | Up |
| Right button + Q or Ctrl | Down |
| Right button + Shift | 4× faster |
| Right button + mouse wheel | Change fly speed (shown briefly in the viewport) |
| Mouse wheel | Move smoothly forward and back |
| Middle-drag · Alt+middle-drag | Pan (the grabbed point follows the mouse) |
| Middle-click (no drag) | Eyedropper — picks the block under the mouse as the block to place |
| Alt+left-drag | Orbit — orbits around the center of the selection. With no selection, around the point under the mouse; failing that, around a point 15 blocks ahead. |
| Alt+right-drag | Dolly toward or away from the orbit pivot |
| F | Frame — fits the selection. With no selection, fits the block under the mouse; failing that, the whole world. |
- One wheel step moves 1/5 of the distance to the point under the mouse. It moves far when the point is distant and little when it is close. It stops 0.5 blocks in front of the point. When pointing at the sky, the step is proportional to fly speed.
- While flying with the right button held, W A S D Q E belong to the camera. They are not used as editing shortcuts.
- Change mouse sensitivity, acceleration and wheel direction under Viewport in Settings.
Since 0.9.1: The wheel dolly distance is proportional to the distance to the point under the mouse (previously it was always 3 blocks).
Camera speed
Section titled “Camera speed”Choose the level and multiplier in Camera speed on the viewport’s right bar. Actual speed = level speed × multiplier.
| Level | 1 | 2 | 3 | 4 (default) | 5 | 6 | 7 | 8 |
|---|---|---|---|---|---|---|---|---|
| Blocks/s | 1.5 | 3 | 6 | 12 | 24 | 48 | 96 | 192 |
| Item | Value |
|---|---|
| Multiplier on the bar | ×0.25 · ×0.5 · ×1 · ×2 · ×4 |
| Multiplier in Preferences | 0.05 – 16 (default 1) |
| Remembered | Speed changed from the toolbar or with the wheel is kept the next time you launch. |
Camera when opening a world
Section titled “Camera when opening a world”| Case | Camera |
|---|---|
| The world file has a saved camera | Goes to the saved position and direction. |
| No saved camera | Frames the whole world, looking down at an angle. |
| Opening another version of the same map | Keeps the current position. |
View types
Section titled “View types”Choose from View type, the first button on the viewport’s left bar.
| View type | Key | Looking direction |
|---|---|---|
| Perspective | Numpad 5 (perspective ↔ orthographic) | Normal 3D view |
| Front | Numpad 1 | Looks from south to north. |
| Back | Ctrl+numpad 1 | Looks from north to south. |
| Right | Numpad 3 | Looks from east to west. |
| Left | Ctrl+numpad 3 | Looks from west to east. |
| Top | Numpad 7 | Looks down from above. |
| Bottom | Ctrl+numpad 7 | Looks up from below. |
- Click an axis tip on the axis indicator at the lower left for an orthographic view from that direction; click the center to return to perspective.
- In orthographic views, the mouse wheel zooms in and out toward the mouse. Middle-drag and right-drag pan.
- Left-click placing and selecting work the same in orthographic views.
- In an orthographic view, Alt+left-drag switches to perspective and orbits.
View modes
Section titled “View modes”How the viewport is rendered. Switch with the View mode menu on the left bar or with keys.
| Key | View mode | Details |
|---|---|---|
| F1 | Lit | The default. Renders with sun, shadows and ambient light. |
| F2 | Unlit | Draws only texture colors, without lighting. |
| F3 | Wireframe | Draws only the actual triangle edges. Large faces appear as large triangles. |
| F4 | Lit+Wire | Draws block outlines over the textures. |
| F5 | Normals | Shows face directions as colors. |
| (menu only) | Overdraw | Shows how much drawing overlaps. |
| F6 | Game view (shader) | Renders with the same math as the NP Lite shader pack. Uses the Minecraft lighting engine (sky light, block light, smooth lighting). |
| F7 | Path tracing | Previews colored shadows, indirect light, block light and reflections with ray tracing. |
- Game view requires the Forward+ renderer. If it is unavailable, the older approximate view is drawn instead.
- Path tracing requires compute shaders.
- Game view hides the editing grid and chunk borders. Press G to show the grid in Game view too.
- View modes added by plugins appear in the Plugins group at the bottom of the menu.
- For the look of Game view (atmosphere, lighting, fog, etc.), see Game view and shader pack.
Since 0.9.0: F6 became “Game view”, which uses the same math as the shader pack.
Click the Sun button on the left bar to open a small window.
| Item | Details |
|---|---|
| Sun azimuth (°) · Sun elevation (°) | Sun direction |
| Time of day (shader preview) | Day · Sunset · Night buttons and the time |
| Bloom (light bleed) · SSAO (corner shading) · Shadows | On/off |
| Mipmaps | Smooths distant block textures. The texture filter stays pixel-exact. |
| Shift+drag screen select: include hidden | Screen rectangle selection also picks blocks hidden behind blocks in front. |
View settings are kept the next time you launch.
Atmosphere · lighting
Section titled “Atmosphere · lighting”The Atmosphere · lighting button on the left bar opens the look panel for Game view (F6). Choose a preset and build a shader pack. For details, see Game view and shader pack.
Show flags
Section titled “Show flags”Turn what the viewport draws on and off in Show flags on the left bar.
| Flag | Default | Details |
|---|---|---|
| Grid | On | The floor grid. Same as G. Thin lines = grid snap value, thick lines = 16 blocks. |
| Chunk borders | Off | Chunk boundary lines |
| Props | On | Imported models (props) |
| Water · translucent | On | Water and translucent blocks |
| Actor (group) color boxes | Off | A colored box per actor |
| Markers | On | Markers such as spawns and NPC spots |
| Trigger zones | On | Translucent trigger zone boxes with their name and a one-line rule. Blocker boxes (red hatching) use the same flag. |
| Stats | Off | FPS, draw calls, chunks and meshing queue at the upper left of the viewport |
For detailed performance info, press Ctrl+F7. It shows FPS, frame ms, chunk/region nodes, draw calls, meshing queue and memory.
Gizmos and snapping
Section titled “Gizmos and snapping”These are on the viewport’s right bar.
| Button | Key | Details |
|---|---|---|
| Select | Q | Select tool |
| Move · Rotate · Scale | W · E · R | Gizmo for what is selected (block selection, prop, or actor without blocks) |
| World / Local | — | Gizmo axis basis. Local = follows prop and actor rotation. |
| Grid snap | — | On/off and size (0.25 · 0.5 · 1 · 2 blocks, default 1). The movement unit for props and gizmos. |
| Rotation snap | — | On/off and angle (15° · 45° · 90°, default 15°) |
- Grid snap does not affect block placement or drag-fill. Blocks are always placed on the grid.
- With grid snap on, props move in steps of 0.5 blocks, rotate in 15° steps and scale in 0.125 steps.
- In Preferences you can set grid snap to 0–64 blocks and rotation snap to 0–90° directly. 0 = off.
Since 0.9.4: Block placement and drag-fill work regardless of grid snap.
Quad view
Section titled “Quad view”Turn it on with Quad view on the right bar or Tools › Quad view. It shows one perspective pane together with three orthographic panes: top, front and right.
| Input | Action |
|---|---|
| Double-click a small pane | Swaps it with the large pane. |
| Mouse wheel in a small pane | Zoom in and out |
| Middle-drag or right-drag in a small pane | Pan |
| F | Also fits the three small panes to the selection (or the world if there is none). |
Camera bookmarks
Section titled “Camera bookmarks”Save the current camera position and direction under a number and recall it later. Bookmarks are saved in the world file, and saving one creates one undo step.
| Key · command | Action |
|---|---|
| Ctrl+Shift+1–9 | Save the current camera to that number |
| Ctrl+1–9 | Go to the camera saved under that number |
cam save <name> | Save with a name |
cam load <name> · cam <name> | Go to that bookmark |
cam delete <name> | Delete a bookmark |
cam list | List bookmarks |
Type commands in the Console panel. You can also change the bookmark keys in Tools › Shortcuts….
Moving to coordinates
Section titled “Moving to coordinates”| Command | Action |
|---|---|
tp x y z [yaw pitch] | Moves the camera to those coordinates. Directions match Minecraft (yaw 0 = south, 90 = west, 180 = north, -90 = east, pitch 90 = down). ~ = keep the current value |
lookat x y z | Looks at those coordinates. |
Taking screenshots
Section titled “Taking screenshots”File › High-res screenshot… creates a PNG of any size using the current camera and view mode (including Game view). Files are saved in the project folder’s shots\ with a number, like <world>_shot_001.png. The console command shot [w h | 2x] [file] does the same.
Other view keys
Section titled “Other view keys”| Key | Action |
|---|---|
| G | Show or hide the floor grid |
| H | Hide the selection on screen only. Press with no selection to show everything hidden |
| F11 | Maximize or restore the viewport |
| Ctrl+F7 | Turn the performance display on or off |