Basic Scene Operations

Object Categories

Map editing is achieved by assembling and connecting objects one by one. In Craftland, you can use both system-provided objects and custom objects obtained from the Asset Store for map editing.

The Asset Store ((Asset Store) Figure 1 - Asset Store) can be accessed via the icon at the top of the screen.

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[Figure 1: Asset Store]

System-provided objects are stored in the right-hand Object Panel (Figure 2: Object Panel).

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[Fig. 2 Object Panel]

In the Resource Store, objects are categorized into five groups: BASIC, GAMEPLAY, THEMED OBJECT, OTHER, and BUILDING BLOCKS.

Within the Object Panel, items are further categorized as: Basic Structures, Functional Objects, Collaboration, My Assets, Modular Components, Architecture, Scene Items, and Nature. Resources acquired from the Resource Store are stored in My Assets, where they remain organized into these five main categories.

Quickly locate desired objects through these categories. Combine different objects to build your unique playable map.

Basic Operations

Placing Objects

The most fundamental action in Craftland is placing objects. You can browse and select objects to place from the Object Panel on the right. As your collection grows and locating specific items becomes challenging, utilize the Search Function for quick retrieval.

Whether system-provided or Resource Store items, search allows instant discovery. Access the Search Bar at the bottom-right corner or directly above the Item Panel. Enter keywords to locate relevant items for placement.

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[Fig. 3 Search Bar 1] [Fig. 4 Search Bar 2]

Note: Placement methods differ between Click-to-Place mode and Classic mode.

In Classic mode, clicking an object to place it automatically highlights it on screen. Press the confirmation button to complete placement. When the object panel is fully expanded, the confirmation button is hidden; it reappears only when the panel is collapsed.

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[Figure 5: Placing Objects]

When using click-to-place mode, drag objects from the right panel into the scene to complete placement.

Manipulating Objects

Objects in Craftland are highly manipulable. Identical objects can transform into completely different entities through various operations. When an object is selected, its operation bar appears at the bottom of the screen. From left to right, the buttons are: Property Settings, Move, Scale, Rotate, Delete, Copy, Save. (Fig. 10 - Object Operation Bar)

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[Figure 6 Object Toolbar]

Move: Click the Move button to drag the corresponding axis arrows on the object, moving it along that axis. Additionally, object coordinate information appears above the Move button; adjusting these values allows direct placement at specified coordinates.

Scale: Clicking the Scale button reveals the object’s 3D size data and scaling method options above the toolbar. You can modify the object’s dimensions directly by adjusting its length, width, and height, or scale it by dragging the coordinate axes. Select different scaling methods—such as proportional scaling along specific axes or overall scaling—to preserve the object’s shape integrity.

Rotation: Clicking the rotation button displays the object’s coordinate axes and rotation angle options above the toolbar. You can set a minimum rotation angle to ensure the object rotates at least that much, or directly adjust the rotation angle by modifying the 3D data.

Delete: Select an object and click the delete button to remove it from the scene. Craftland currently supports batch deletion, single-item deletion, and individual deletion. Different deletion methods suit various scenarios.

Copy: Click the Copy button after selecting an object to create an identical duplicate. The new object defaults to positioning above the original. This is commonly used for assembled objects. When placing multiple copies of an assembled object, copying saves significant time while preventing errors.

Save: After extensive modifications, the base block transforms into a uniquely customized object. Click “Save” to upload an image of the modified object’s current style and name it. Click ‘Create’ to display the saved object in the “My Assets - My Template Resources” section of the right-hand object panel.

Property Settings: Property settings encompass multiple operations. Here, you can view Object Name, Object Tag, EditScript, Appearance, Texture, and Advanced Settings. (Figure 7: Object Property Settings)

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[Figure 7 Object Property Settings]

You can customize the name of the current object in the Object Name field. Changing the object name enables more precise searching in the Object Manager.

Object Tag: Add tags to the current object. Tags further distinguish objects and can be used to differentiate them during graphic editing by retrieving the Tag.

EditScript opens the graphic editor. If the current object lacks an attached graphic file, a new one is automatically created upon opening.

Texture: Represents the object’s surface map. Textures modify an object’s appearance without altering its shape. Note that not all objects have editable textures; some only feature default textures.

Advanced Setting: Synchronizes server data to the client. Disable this setting when an object contains client-side scripts and you do not wish to synchronize between both ends.

Object Multi-Selection

Click the “Multi-select” button on the left side of the screen to activate multi-select mode. The button will remain yellow and highlighted.

In Classic Mode, aim the crosshair at the objects you wish to select. Press the Add key to add them to the selection or the Delete key to remove them.

In click mode, simply tap to add or remove selections. You can sequentially tap multiple objects in the scene to select them simultaneously.

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[Figure 8: Object Multi-Selection]

When selecting two or more objects, a “Merge” button appears. Clicking it temporarily combines these objects into a single entity. Merged objects can be moved or rotated as a unified group.

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[Figure 9: Merged Objects]

Click the brush icon on the right side of the screen to clear all current selections.

After use, click the multi-select button again to exit multi-select mode.

Ungroup Objects

After selecting a grouped set of objects, click Ungroup to revert them to individual objects.

Grouping does not cause permanent changes, so feel free to use it.

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[Figure 10: Object Ungrouping]

Object Manager

Previous sections introduced the object classifications in the Resource Store and “My Resources.” Overall, these objects are unplaced items. For objects that have been placed, the Object Manager provides centralized management. When numerous objects are placed in a scene, complex environments can become overwhelming. The Object Manager offers a convenient way to manage all objects within the scene.

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[Figure 11: Object Manager]

You can find the Object Manager under More (MORE) at the top.

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[Figure 12: Categorization, Sorting, Search]

When the Object Manager is activated, it appears on the right side of the screen. Users can perform multiple operations on objects placed on the map via the Object Manager. First, you can click on a displayed object to directly select it for further actions; Second, use the Filter function to categorize placed objects based on type and whether they use scripts. If filtering doesn’t meet your needs, the Search function provides more precise results. Finally, the Object Manager also offers sorting capabilities for placed objects, including sorting by name, time, and object type.

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[Figure 13: Batch Deleting Objects]

Additionally, you can perform batch deletions using the Delete button (Figure 13 - Batch Delete Objects) in the top-right corner. During batch deletion, you can also execute search, categorization, and sorting operations to locate the objects you wish to delete. After completing the batch selection, return to the same top-right location and click the Confirm button (Figure 14 - Confirm Deletion) to delete unwanted objects.

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[Figure 14 Confirm Deletion]