Navigating in 3D
The 3D view has four camera modes. Switch with the keys below or from Tools. Esc returns to Orbit.
| Input | Action |
|---|---|
| Left-drag | Rotate around the target |
| Right-drag | Pan |
| Wheel | Zoom towards the cursor |
| Arrow keys (canvas focused) | Orbit |
| + / − | Zoom in / out |
| R | Reset camera |
| N | Face north |
| One finger / pinch / two fingers | Rotate / zoom / pan on touch screens |
First-person on the terrain surface, with pointer lock.
| Input | Action |
|---|---|
| Mouse | Look around |
| W A S D | Move |
| Shift | Run |
| Space / C | Up / down |
| Esc | Release the pointer, then leave walk mode |
A simple flight model over the scene. Gamepads are supported.
| Input | Action |
|---|---|
| W / S | Throttle up / down |
| Arrow keys | Pitch and roll |
| Q / E | Yaw |
| Shift | Boost |
| R | Level out |
An automatic flight path around the scene, with play / pause and a speed slider (0.2–4×). Useful for demos and screen recordings.
HUD and mini-map
Section titled “HUD and mini-map”In Walk and Flight modes, a heads-up display shows a heading tape and read-outs: AGL (height above ground), ALT (altitude), HDG (heading), plus SPD, PIT and ROL in flight. A mini-map shows your position over the height map.
Performance
Section titled “Performance”- Choose Mesh detail (Fast / Balanced / Full) in Inspector → Layers. Fast keeps navigation smooth on laptops.
- Ambient occlusion and anti-aliasing switch off automatically when the frame rate drops. The fps read-out in the status bar turns orange below 30.
- If WebGL is unavailable, a fallback screen explains why. All three views share the same WebGL canvas.