The Master Tool
Open the Master Tool
- Open the game in the editor.
- Use the tool dropdown in the upper-left editor toolbar.
- Select Master.
- Use the scene dropdown beside the controller dropdown to choose the scene you want to edit.
- 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
- Open the Game Graphs section on the right side of the Master tool.
- Click Add New Scene.
- Enter the scene name when prompted.
- Wait for the editor to switch to the newly created scene.
- To rename the current scene later, enter a new value in Scene Name and click Apply Name.
- Save the game graph with the disk button.
Use the Scene View
- Choose an editor controller from the controller dropdown at the top of the editor. Orbit is the normal general-purpose editor view.
- Use the camera-view dropdown to view the scene from Perspective or from one of the six axis directions.
- Open the menu button in the upper-right editor toolbar when you need visual helpers.
- Enable Grid to show the grid.
- Enable Axis to show the world axes.
- Enable Collision to show invisible collision geometry.
- Enable Normals or Octree only when diagnosing those systems.
Select an Object
- Click the hand button in the Edit toolbar to turn scene selection on.
- Click an editable object in the scene.
- Confirm the selection in the Game Graph tree and in the Edit Selected panel.
- 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
- Select the object normally.
- Click the hand-and-lock button to make the selected object unclickable in the current browser for the current scene.
- Use the hand-and-list button to review or remove unclickable items.
- 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
- Open Add Primitives in the left panel.
- 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.
- Set the displayed geometry parameters before placing the primitive. The fields change to match the selected primitive.
- For a Text primitive, enter the text, select a font, and set its size, depth, line height, bold, italic, and bevel options as needed.
- Choose a color or choose a material in the material picker.
- Choose Front, Back, or Both for the primitive material side when needed.
- Set placement snap if you need the object to align to an increment.
- Choose world rotation or camera-facing rotation for placement.
- 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.
- Turn off the add-primitive button in the Edit toolbar when you are finished placing primitives.
- Save the game graph.
Use a Decal
- Select Decal in Add Primitives.
- Choose its size, depth, roll, normal offset, and surface-alignment options.
- Choose the material to project.
- Click the target surface to place the decal.
- Use a small normal offset if the decal visibly flickers against its target surface.
Add a Model
- Open Add Models in the left panel.
- Click the thumbnail for the model you want to place.
- Choosing a model turns on the Add Models placement mode.
- Move over the scene to preview the model at the placement point.
- Click a surface to create a new instance of the selected model.
- Click the selected model thumbnail again, or turn off the Add Models button in the Edit toolbar, when you are finished placing it.
- 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
- Open Add Lights in the right panel.
- Choose a lighting rig.
- Set Rig Strength to scale the rig's light intensities.
- Leave Replace existing checked when the rig should replace all existing scene lights.
- Click Apply Rig.
- Save the game graph.
Place One Light
- Choose a Light Type: Ambient Light, Directional Light, Hemisphere Light, Point Light, or Spot Light.
- 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.
- Turn on the Add Lights button in the Edit toolbar.
- Click in the scene to place the selected light. Ambient lights do not need a scene position.
- Turn off Add Lights when finished.
- Save the game graph.
Edit or Remove a Light
- Open Add Lights.
- Click the light in the light list.
- Change the displayed parameters.
- Click Update Selected.
- Use the remove action on a light-list item to delete that one light.
- Use Clear Lights only when you intend to remove every light from the scene.
- Enable Helpers when you need to see light helpers while positioning or diagnosing lights.
- Save the game graph.
Move, Rotate, and Scale a Selected Object
- Select the object with the hand button.
- Choose Translate, Rotate, or Scale in the Edit toolbar.
- Drag the transform control in the scene, or enter exact values in the Position, Rotation, or Scale fields under Edit Selected.
- Use the Snap controls to choose a translation increment, rotation increment, or scale increment.
- Use the Undo and Redo buttons when you need to reverse or reapply a completed transform.
- Save the game graph after confirming the result.
Transform Multiple Primitives Together
- Create a group as described in the Groups section.
- Select that group's members with the group selection button.
- Choose Translate, Rotate, or Scale.
- Drag the shared transform control.
- Save the game graph.
Randomize a Selected Object
- Select an object.
- Set the desired position offset, Y rotation range, and scale variance in Randomize.
- Click the die button to apply the randomization.
- Save the game graph if you want to keep the result.
Rename, Clone, and Delete a Selected Object
- Select the object.
- Use the Name field in General to rename it.
- Click the clone button to create a duplicate of the selected object.
- Move the clone into its final location and rename it if necessary.
- Click the delete button only when you intend to remove the selected object from the scene.
- Save the game graph.
Edit a Selected Object's Material
- Select a mesh object.
- Open the Material section under Edit Selected.
- Use the color field when the selected material supports a color value.
- Choose Front, Back, or Both to set which side of the material renders.
- Choose a game material in the material list to replace the object's current material.
- Choose Remove Material when you need to clear the assigned material.
- Choose Invisible Collision when the selected primitive should act as invisible collision geometry.
- Save the game graph.
Edit UVs
- Select the mesh whose UV mapping you need to change.
- Open the UVs section under Edit Selected.
- Choose the face or UV controls presented for the selected mesh.
- Adjust the UV coordinates and inspect the material on the mesh.
- 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
- Select the object.
- Open Physics under Edit Selected.
- Choose the collision type.
- Choose the collision shape.
- Move or scale the object as needed. The Master tool refreshes supported physics bodies when a supported object is transformed.
- Save the game graph.
Liquid
- Select the primitive that should become water.
- Open Physics, then open Liquid.
- Enable Active.
- Choose a water style and shader.
- Set speed, alpha, distortion, water color, sun color, and texture size.
- Inspect the scene preview.
- 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.
- Open Groups in the right panel.
- Click the add-group button and enter a group name.
- Select the new group in the Group list.
- Click the hand button in the Groups section to turn on member picking.
- Click primitive instances in the scene to add or remove them from the selected group.
- Click the hand button again to turn member picking off.
- Review the member list.
- Click the select-members button when you need to select all current members at once.
- Click the delete-group button only when you intend to remove the group. The primitive instances remain in the scene.
- 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.
- Open Boolean in the right panel.
- Select the first source object in the scene.
- Click Use Selected As A.
- Select the second source object in the scene.
- Click Use Selected As B.
- Enter a Short Name and a Result Name.
- Choose Subtract, Union, or Intersect.
- Set the order when multiple boolean operations depend on one another.
- Choose whether the result is enabled and visible.
- Click Save Boolean and wait for the preview to rebuild.
- Use the Boolean Op list to return to an existing operation.
- Use Delete Boolean only when you intend to remove the selected boolean definition and its generated result.
- Save the game graph.
Create and Edit Cameras
- Open Cameras in the right panel.
- Choose a camera in the camera list to make it the live editor camera.
- Use the reset camera button to return the selected camera to its saved start state.
- Use the add-camera button to create a camera at the current viewport-camera position. Enter a short name when prompted.
- Use the displayed position, rotation, and look-at controls to position the live camera.
- Click Set Start to copy the live camera position, rotation, and look-at direction into the selected saved camera.
- Save the game graph.
Set the Scene Start
- Open Scene Start in the right panel.
- Choose a control type, or leave it at (auto) to use the normal automatic choice.
- Enter a start Position when the scene should begin at exact coordinates.
- Enter a Rotation quaternion only when you need an exact starting orientation.
- Enter a Spawn Id when the scene should start from a named spawn point.
- Use Clear Start to remove the explicit start configuration and return the scene to its default start behavior.
- Save the game graph.
Review the Game Graph Before Saving
- Review the Game Graph tree in the right panel.
- Confirm that primitives, models, lights, cameras, groups, and boolean operations that you expect are present.
- Make sure placement modes, selection mode, and group picking are turned off before returning to normal scene navigation.
- Click the disk button to save the current scene.
- Reload the scene and confirm that the intended objects, transforms, lights, camera settings, and start settings remain correct.
Master Tool Quick Checklist
- Select the correct scene.
- Keep the starter Plane if it is the floor you need.
- Place primitives, models, and lights.
- Select objects and set exact transforms, materials, and physics as needed.
- Set groups, booleans, cameras, and scene-start data only when your scene needs them.
- Review the Game Graph tree.
- Save with the disk button.
- Reload and verify the saved scene.