Viewport navigation
The viewport uses a fly-camera scheme that should feel familiar if you have used Hammer, TrenchBroom, or Unreal’s perspective view. Right-mouse-button to look, WASD to move.
The full key list lives in Keyboard Shortcuts; this page is the plain-English version.
Look and move
Hold the right mouse button to enter look mode. While held:
W/A/S/Dmove along the view direction.Q/Emove down and up in world space.Shiftdoubles speed.- The mouse wheel adjusts speed live, so you can scroll up while flying around to cover a level quickly.
Releasing RMB drops you back into normal cursor mode.
Dolly without entering look mode
If you don’t want to lift your hand, scrolling without RMB held dollies the camera forward and back along the look axis. Useful for small framing tweaks while a tool is active.
Focus selection
Press F with one or more entities selected to recenter the
camera on the selection bounds. The camera keeps its current
yaw and pitch; only translation changes. Good for when you
have flown off into the void and need to come back.
Camera bookmarks
The viewport has nine bookmark slots:
Ctrl+1throughCtrl+9saves the current camera pose to a slot.1through9restores it.
Bookmarks are session-only right now. They live in an
in-memory CameraBookmarks resource and reset on editor
restart. Persisting them into the project file is on the
list; not done yet.
View modes and the grid
Ctrl+Shift+Wtoggles wireframe.[and]step the grid size down and up. Numbers print in the status bar.Ctrl+Alt+Scrollis the same step, mouse-driven.
The grid size also drives the snap distance for translate operations, so changing it doesn’t just affect the visuals.
Mouse look feels off
If the viewport rotates faster or slower than you expect,
that is the bevy_enhanced_input mouse sensitivity, not a
jackdaw setting. We don’t expose it in the UI yet (see
Open Challenges);
file an issue if it’s blocking you and we’ll surface it.