Viewport

The viewport is the scene, seen through the editor's own camera. That camera is not part of the scene and is never saved in it. The tab reads Scene while you edit, and Game while the game plays.

A crate selected in the viewport, with the move gizmo on it

Moving around

Do thisTo
Hold the right mouse buttonFly. W A S D move, Q and E go down and up, Shift goes faster, and the wheel changes the speed
ScrollZoom towards the selection
Alt and dragTurn round the selection
Drag with the middle buttonSlide the view
FBring the selection into view

With nothing selected, the view zooms and turns round a point ten units in front of you.

Selecting

Do thisTo
ClickSelect what is under the mouse
Ctrl-click (Cmd on macOS)Add to the selection, or take away from it
Click on nothing, or EscapeLet go of the selection
Ctrl+DDuplicate the selection
DeleteDelete the selection, while the mouse is over the viewport

A click picks the nearest mesh under the mouse. The selection has a blue box round it, and the hierarchy and the inspector follow.

The tools

The toolbar at the top left holds the tools:

ButtonKeyWhat it does
SelectQPicks things and nothing else
MoveWArrows to drag the selection along one axis, and squares to drag it across two
RotateERings to turn it about one axis
ScaleRHandles to stretch it along one axis, or all three together from the middle
Local or worldWhether the handles follow the entity's own axes or the world's
SnapMoves by 0.5 units, turns by 15 degrees and scales by 0.1 at a time

Hold Ctrl while you drag to flip Snap for that one drag. With several entities selected, the handles sit on the last one you picked and carry the others with it. A whole drag is one undo step.

View options

The toolbar at the top right changes what you see, not the scene.

The list picks where you look from: Perspective, or straight down from the Top, or from the Front or the Right. Picking one turns the camera and keeps it where it is.

The level seen from the top

The buttons after it:

  • Grid shows the ground grid.
  • Colliders outlines every collider and joint. Green is static, orange dynamic, blue kinematic, yellow a trigger, cyan a character and magenta a joint. It is how you check that what collides matches what you see.
  • Icons shows where the things that draw nothing are.
  • Performance opens the Performance window.
  • While the game plays there is one more, Game camera. See Play mode.

Collider outlines on: the crates are orange, the walls and steps green and the coins yellow triggers

The axes in the bottom left corner show which way X, Y and Z point from where you look. Red is X, green is Y and blue is Z, as on the handles.

Icons for what draws nothing

Lights and cameras draw nothing themselves, and neither do sounds or particle systems, so each has an icon in the viewport. Click an icon to select what it stands for. A light's icon is in the light's colour.

Selecting one also draws the shape of what it does:

SelectedShown
Point lightA sphere as far as the light reaches
Spot lightIts cone, with the inner cone's rim inside it
Directional lightRays the way it shines
CameraWhat it sees, out to a few units
Sound that is spatialTwo spheres: full volume inside the first, silence beyond the second

Camera preview

Select a camera and the bottom right corner shows what that camera sees, with its name on it. Move or turn the camera and the picture follows. It is how you frame a shot without playing the game.

The main camera selected, with its picture in the corner

Dropping assets in

Drag a model, a mesh or a prefab from the Assets panel into the viewport. It lands where you drop it: on whatever is under the mouse, or on the ground. It is one undo step.