The CubeGrid tool creates blockout meshes using a repositionable grid. You can use CubeGrid to create a new mesh or edit the selected mesh.
The Push and Pull actions are helpful in quickly building level prototypes.
Accessing the Tool
CubeGrid is located in the Create category of Modeling Mode. To learn more about Modeling Mode and how to access it, see Modeling Mode Overview.
Using CubeGrid
What makes CubeGrid an efficient tool for blocking out a level are the tool's operations coupled with hotkey commands. Below are hotkeys for building out your grid and adjusting its size.
Hotkey | Description |
---|---|
Click | Makes a grid selection. |
Click + Drag | Dynamically creates an array of rows and columns. |
Shift + Click | Creates an array of rows and columns between the initial and second positions clicked. |
Ctrl + E | Increases the grid size. |
Ctrl + Q | Decreases the grid size. |
Shift + E | Shifts your selection forward one grid cell. |
Shift + Q | Shifts your selection backward one grid cell. |
Once your grid is selected, you can use the Actions buttons or the following hotkeys to build your mesh.
Hotkey | Description |
---|---|
Ctrl + Drag | Push or pull geometry from the selected grid. |
E | Pull geometry from the selected grid. |
Q | Push from the selected grid. |
Z | Enters Corner Mode, where you can select corners of your selected grid that are pushed or pulled by Ctrl + Drag or E/Q. Press Z again to apply the change. |
You can reposition the grid using the grid gizmo (toggled with the R key) or by Ctrl + Middle-Click, which will move the gizmo to the corner of the nearest cell. You can also set specific position and orientation in the Tool Properties panel or reinitialize from the transform of a created mesh.
See Shortcut Info in the Tool Properties panel to learn more about the various hotkeys for the tool.
Output
After you finish editing the mesh, you can choose the following Output Types:
- Static mesh
- Dynamic mesh
- Volume
Once you are done using the tool, accept or cancel the changes in the Tool Confirmation panel.
To learn more about the Output Types and their use cases, see Working with Meshes. For a concept breakdown of blockouts and when to use it, see Blockouts and Stand-in Meshes.