Editing Process and Tools

This document covers the editing side of Workspace: how content is built directly inside the 3D world, how objects are selected and transformed, and how the editor supports fast iteration between authoring and gameplay testing.

Editing Workflow

Edit mode uses a flying 3D camera, making it easy to move through unfinished spaces, work at different heights, and build larger environments without being limited by the player controller. The normal workflow is to block out areas, place objects and lights, refine selections and transforms, then switch into game mode to test the result in the same workspace.

The editor supports direct object placement, cursor-based interaction, raycast targeting, and radius-based selection. This gives the tool a mix of precise single-object editing and broader group operations for working on larger pieces of a map.

Object Manipulation

The core editor tools cover the usual world-building actions: placing, selecting, deleting, moving, rotating, scaling, cloning, flipping, and importing content between workspaces. Selection can operate on individual objects or groups, which makes it practical to adjust rooms, lighting passes, prop clusters, and gameplay setups as larger units.

Transforms are designed around snapped placement when alignment matters, while still allowing enough flexibility for more custom object work. Anchored scaling, grouped movement, copy/paste, and duplicate-and-place workflows are especially important for building structures quickly from existing pieces.

Fast Authoring Tools

Workspace includes several higher-speed authoring paths beyond one-object-at-a-time placement. GeomPaint supports fast geometry passes and environment massing, while ObjPaint places copied object sets onto surfaces for repeated props, lights, and other reusable clusters.

The editor also includes room-generation helpers, label and teleport workflows for moving around large workspaces, workspace import tools, and a console command layer used for editing, testing, and debugging. These tools make the editor useful both for ordinary map construction and for faster experimental iteration.

Automation and Testing Support

The project includes a scripting path for repeatable editor actions, setup work, stress testing, and content testing. While still early, this provides a foundation for automating more of the editing workflow over time.

Because editing and gameplay live in the same executable, authored content can be tested quickly without exporting to a separate toolchain. That tight edit-test loop is one of the main strengths of the project.