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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.

InputAction
Hold right button and move mouseLook around
Right button + W A S DFly forward · left · back · right (smooth acceleration)
Right button + E or SpaceUp
Right button + Q or CtrlDown
Right button + Shift4× faster
Right button + mouse wheelChange fly speed (shown briefly in the viewport)
Mouse wheelMove smoothly forward and back
Middle-drag · Alt+middle-dragPan (the grabbed point follows the mouse)
Middle-click (no drag)Eyedropper — picks the block under the mouse as the block to place
Alt+left-dragOrbit — 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-dragDolly toward or away from the orbit pivot
FFrame — 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).

Choose the level and multiplier in Camera speed on the viewport’s right bar. Actual speed = level speed × multiplier.

Level1234 (default)5678
Blocks/s1.53612244896192
ItemValue
Multiplier on the bar×0.25 · ×0.5 · ×1 · ×2 · ×4
Multiplier in Preferences0.05 – 16 (default 1)
RememberedSpeed changed from the toolbar or with the wheel is kept the next time you launch.
CaseCamera
The world file has a saved cameraGoes to the saved position and direction.
No saved cameraFrames the whole world, looking down at an angle.
Opening another version of the same mapKeeps the current position.

Choose from View type, the first button on the viewport’s left bar.

View typeKeyLooking direction
PerspectiveNumpad 5 (perspective ↔ orthographic)Normal 3D view
FrontNumpad 1Looks from south to north.
BackCtrl+numpad 1Looks from north to south.
RightNumpad 3Looks from east to west.
LeftCtrl+numpad 3Looks from west to east.
TopNumpad 7Looks down from above.
BottomCtrl+numpad 7Looks 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.

How the viewport is rendered. Switch with the View mode menu on the left bar or with keys.

KeyView modeDetails
F1LitThe default. Renders with sun, shadows and ambient light.
F2UnlitDraws only texture colors, without lighting.
F3WireframeDraws only the actual triangle edges. Large faces appear as large triangles.
F4Lit+WireDraws block outlines over the textures.
F5NormalsShows face directions as colors.
(menu only)OverdrawShows how much drawing overlaps.
F6Game view (shader)Renders with the same math as the NP Lite shader pack. Uses the Minecraft lighting engine (sky light, block light, smooth lighting).
F7Path tracingPreviews 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.

ItemDetails
Sun azimuth (°) · Sun elevation (°)Sun direction
Time of day (shader preview)Day · Sunset · Night buttons and the time
Bloom (light bleed) · SSAO (corner shading) · ShadowsOn/off
MipmapsSmooths distant block textures. The texture filter stays pixel-exact.
Shift+drag screen select: include hiddenScreen rectangle selection also picks blocks hidden behind blocks in front.

View settings are kept the next time you launch.

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.

Turn what the viewport draws on and off in Show flags on the left bar.

FlagDefaultDetails
GridOnThe floor grid. Same as G. Thin lines = grid snap value, thick lines = 16 blocks.
Chunk bordersOffChunk boundary lines
PropsOnImported models (props)
Water · translucentOnWater and translucent blocks
Actor (group) color boxesOffA colored box per actor
MarkersOnMarkers such as spawns and NPC spots
Trigger zonesOnTranslucent trigger zone boxes with their name and a one-line rule. Blocker boxes (red hatching) use the same flag.
StatsOffFPS, 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.

These are on the viewport’s right bar.

ButtonKeyDetails
SelectQSelect tool
Move · Rotate · ScaleW · E · RGizmo 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.

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.

InputAction
Double-click a small paneSwaps it with the large pane.
Mouse wheel in a small paneZoom in and out
Middle-drag or right-drag in a small panePan
FAlso fits the three small panes to the selection (or the world if there is none).

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 · commandAction
Ctrl+Shift+1–9Save the current camera to that number
Ctrl+1–9Go 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 listList bookmarks

Type commands in the Console panel. You can also change the bookmark keys in Tools › Shortcuts….

CommandAction
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 zLooks at those coordinates.

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.

KeyAction
GShow or hide the floor grid
HHide the selection on screen only. Press with no selection to show everything hidden
F11Maximize or restore the viewport
Ctrl+F7Turn the performance display on or off