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Placing assets ​

The toolbox ​

The toolbox holds every placeable asset: furniture, natural elements, manufactured objects, and the architecture kit.

The catalogue is the one supplied by NOG. Importing your own assets isn't possible yet: that comes with the marketplace. See What's coming.

Selecting and handling ​

ActionEffect
RCycle gizmo mode (move, rotate, scale)
COpen the selected resource's settings
Ctrl + clickMultiple selection
Drag a rectangleMultiple selection, when the HUD is visible
Ctrl + BPut the aimed object back in hand, to place more without reopening the toolbox
Alt + dragDuplicate
DeleteDelete
FFrame the camera on the selection

Configuring a resource ​

Pressing C opens the settings for the selected object. You can only configure one resource at a time for now; bulk editing is planned.

This is where you decide how an object behaves during play:

  • Grabbable: players can pick the object up in play mode
  • Interactible: doors, shutters and chests can be opened

See Handling objects in play mode.

The pivot point ​

On some assets you can choose which handle acts as the pivot point. That's what lets you snap a beam exactly at mid-height rather than by its centre. Not every asset offers this.

The Resource Outliner ​

The outliner lists the objects present on your board. It lets you find and select an element without hunting for it on screen, which quickly becomes essential on a busy world.

The list scrolls automatically to show the selected object.

The three placement buttons ​

Below the outliner, three buttons control how objects snap into place.

The three buttons below the outliner

ButtonWhat it does
MagnetEnables anchor snapping, so pieces connect to each other
GridEnables the placement grid
CubeSwitches the gizmo between world space and object space

Anchor snapping is mostly for architecture: walls, floors and kit pieces connect to each other without manual alignment.

Gizmo space changes how the handles are oriented. In world space they always follow the map axes. In object space they follow the object's own orientation, which is handier for moving a piece that is already rotated.

Roads ​

Roads are drawn between two pins and Menyr computes the path. The route is saved: to recompute it, move one of the two pins.

Vegetation ​

Placing an asset no longer clears vegetation around it automatically. Use biome painting to control what grows where.

Menyr Documentation, The Storytelling Engine