EDGEMODDERS / ANYONE CAN MOD
Wiki / EDGEbuilder

Positioning objects

Position is where an object goes from roughly there to exactly right. You can drag it, use keys like a 3D program, or type numbers.

The Edit switch

EDGEbuilder’s window covers the whole game view, with its panel at the right. Normally the rest of it is see-through, and your mouse goes to the game.

The Edit switch at the right end of the panel’s title bar (the bar that says EDGEBUILDER) turns the rest of the screen into EDGEbuilder’s viewport: the area where you select and move objects with the mouse.

  Edit off Edit on
The screen The game as usual Very slightly darker: that’s how you know the viewport has the mouse
The mouse Goes to the game Selects and moves objects
The view V’s eyes EDGEbuilder’s own camera, and the game’s HUD hidden. See The camera and builder mode
The gizmo Not drawn. The game’s outline still marks the selection Drawn on the selected object

The overlay must be interactive for Edit to work: press F10 until REDnode’s windows take the mouse.

A help line at the bottom left of the screen says what you can do next.

Screenshot comingThe Edit switch
The EDGEbuilder panel's title bar with the Edit switch at its right end turned on, and the help line at the bottom left of the screen.

Selecting

With Edit on, click an object in the world to select it. The game outlines it, and the Scene tab opens with its numbers. Click empty space to select nothing.

Clicking in the Scene tab’s list selects too.

The gizmo

The selected object gets a gizmo, drawn over the game:

Part Colour Drag it to
X arrow Red Slide the object east or west
Y arrow Green Slide it north or south
Z arrow Blue Raise or lower it
Ring Yellow Turn it around the vertical

A thin cyan box shows the object’s size. In the in-game test, the gizmo and the box landed exactly on the object (0.0 px off the game’s own projection).

Hold Ctrl while dragging to snap: moves go in 0.25 m steps, turns in 15° steps.

Let go to keep the new position. The scene is saved as you go.

Screenshot comingThe gizmo
A selected cargo crate with the red, green and blue arrows from its base, the yellow ring around it and the thin cyan box, with the mouse dragging the red arrow.

G, R and S

If you’ve used Blender, these work the same way. Select an object, then:

Key Starts
G Moving. The object follows the mouse
R Turning. Around the vertical unless you lock another axis
S Scaling. Meshes only: an entity keeps the size its template gives it

While it’s going:

Key Does
X, Y or Z Locks to that axis. Press it again to unlock
Digits, . and - Type an exact amount: metres for G, degrees for R, a factor for S. With G and no axis locked, a typed amount moves the object up or down
Backspace Removes the last typed character
Ctrl Snaps, as with the gizmo (0.25 m, 15°, 0.25 for scale)
Enter or a click Keeps it
Esc or a right-click Puts the object back where it was

The help line shows the amount so far.

Examples:

  • G, Z, 1.5, Enter: up 1.5 m.
  • R, 90, Enter: a quarter turn.
  • S, 2, Enter: twice the size.

Scaling rebuilds the mesh’s preview at the new size, so it blinks once.

Drop to floor

Ctrl+E, or Drop to floor in the Scene tab, lowers the selected object onto the first surface below it: the ground, a floor, a pavement. If there’s nothing within 100 m, the message line says so and the object stays put.

Typing numbers

The Selected panel in the Scene tab has five fields:

Field Meaning
X, Y, Z Position in the game’s world, in metres. X is east, Y north, Z up
Heading The turn around the vertical, in degrees
Scale Size as a factor, for meshes. 1 is the original size. Greyed out for entities

Type new values and press Apply, or Enter in a field. The object moves there.

Screenshot comingThe Selected panel
The Scene tab with a crate selected: its name, path and position at the top of the Selected panel, the X, Y, Z, Heading and Scale fields, and the Apply, Drop to floor and Delete buttons.

Delete

Press Delete with an object selected, or Delete in the Scene tab. It goes from the world and the scene. There’s no undo yet.

Good to know

  • Drags follow the mouse at the game’s frame rate. In the in-game test, dragging didn’t lower the frame rate.
  • While Edit is on, EDGEbuilder’s layer is over other REDnode windows, so you can’t click them. Switch Edit off to use them.
  • The fields set the heading only. R with X or Y locked turns around those axes instead, which tilts the object; the in-game test turned objects around the vertical only.

Last reviewed 2026-10-16. Something wrong or missing? Tell us on Discord or open an issue.