Zimension Docs

Basics Library

Build with Basics

Basics contains engine-native building blocks you can add without uploading a model. Use them to block out a level, light a scene, create paths, and define playable areas.

1Click New Item
2Open Library
3Select Basics
Basics Library with Shapes selected and category icons in the sidebar
Select a category on the left, then choose a thumbnail. Double-click it or use Add to place it.

What is included

Place or draw

  • Shapes, lights, panels, terrain, splines, and connectors are placed with Add or a double-click.
  • Collision Walls and Navmesh Areas use Draw. Click points on the world surface, then press Done.
  • Select the new item in the world to adjust its dimensions, material, light, terrain, path, or connector settings.

Spline preview behavior

The Circle preset starts as a closed circular curve. Spline guides and edit handles are editor-only and hide in Preview mode; geometry created with a spline sweep remains visible.

Shapes: build the structure of a scene

Use simple geometry for floors, walls, platforms, ramps, and placeholder props. A shape is a visible world item: resize it, give it a surface, and configure collision to make it part of your level.

Two 3D scenes built with primitive shapes: a platform with pillars and a ramp, and four steps of increasing height.
Scene examples built with the same primitive geometry as the editor. A box becomes a platform or step by changing its dimensions. Click the image for a full-size view.

Try it in your scene

  1. Open Basics → Shapes, choose Box, and click Add Box.
  2. Select the box in the scene. Set Width and Depth to make a platform, then reduce Height.
  3. Add a Wedge for a ramp and Cylinders for pillars. Move and rotate the pieces into place, then test the route in Preview.

Settings that change the result

SettingWhat it does
DimensionsWidth, Height, Depth, Radius, and other controls depend on the shape. Use them to define the object before positioning it.
SegmentsMore segments make curved surfaces rounder, but add geometry. Boxes and wedges do not need this control.
Material / textureChoose a material, upload a texture, or select an available animated surface. Keep Texture Size maintains texture scale when the shape is resized; Texture Repeat controls tiling.
Color, Roughness, MetalnessColor tints the surface. High Roughness makes it matte; Metalness changes the material toward a metallic response. Reflections depend on the scene lighting.
Emission / transparencyEmission makes the surface look luminous; it does not replace a light that illuminates nearby objects. Transparent and Opacity control see-through surfaces.

Check the item’s Collision settings when building floors and ramps. A visible surface and a correctly shaped collider are separate things; test walking on the result.

Lights: control where illumination comes from

A light changes the appearance of other surfaces. Choose its type for the coverage you need, then adjust position, direction, color, and brightness. The editor helper marks the light; it is not a lamp model.

The same box and sphere under point, spot, directional, area, ambient, and hemisphere lighting, comparing local pools of light, directional shadows, and even fill.
Six scene renders using the app’s light builders. Intensity is adjusted separately for each type; these are coverage comparisons, not equal-brightness measurements. Click the image for a full-size view.

Try it in your scene

  1. Add a Point Light for a lamp or a Spot Light for a focused pool of light.
  2. Move it above or beside an object. Rotate Spot or Directional lights to aim them, then adjust Intensity until surface detail is visible.
  3. Use a small amount of Ambient or Hemisphere fill if unlit faces are too dark. Enable Cast Shadow where supported and inspect the result in Preview.
Light typeWhat it does
Point LightEmits in all directions from one position. Use for bulbs, lanterns, or small local lights.
Spot LightEmits a cone. Use for stage lights, ceiling spots, or a focused highlight. Rotate to aim it.
DirectionalProvides parallel illumination across the scene, like sunlight. Direction matters more than distance from the subject.
Area LightA rectangular light source. Use for broad window or studio illumination; Width and Height set the source size.
AmbientAdds the same fill everywhere. It has no direction and does not create cast shadows. Too much makes objects look flat.
HemisphereBlends upper-sky and lower-ground colors according to surface orientation. Use for outdoor fill; it does not create cast shadows.

Settings that change the result

SettingWhat it does
Show Light / Color / IntensitySwitch illumination on or off, tint it, and set brightness. Different light types use different intensity ranges; do not copy a Point value directly to Ambient.
Distance / DecayFor Point and Spot: Distance limits the reach (0 means no distance cutoff); Decay controls how brightness falls with distance.
Angle / PenumbraFor Spot: Angle widens or narrows the cone. Penumbra softens its edge; a low value gives a harder edge.
Width / Height / GroundWidth and Height belong to Area lights. Ground is the lower color of a Hemisphere light.
Cast ShadowShadow support depends on the light and rendering mode. Point, Spot, and Directional can cast shadows; Ambient and Hemisphere cannot. Do not rely on Area lights for shadows in WebGL.

If a light seems ineffective, check Show Light, its position and direction, Intensity, and Distance. A very bright environment can conceal a local light’s effect. Unlit materials will not respond like lit surfaces.

Terrain: shape a landscape

Terrain creates a separate procedural surface that you can move and style. Rolling Hills starts gentle, Mountains uses greater height variation, Dunes uses low undulations, and Flatlands stays nearly level. Presets are starting settings, not fixed models.

Rolling Hills, Mountains, Dunes, and Flatlands terrain meshes shown from the same angle, with their amplitude, scale, and octave settings.
The four actual terrain presets at Size 100 and Seed 1. Surface colors are chosen for comparison; height differences come from each preset’s settings. Click the image for a full-size view.

Try it in your scene

  1. Open Basics → Terrain and add a preset, such as Rolling Hills.
  2. Select the terrain. Set Size for the area you need, then adjust Amplitude and Scale to shape the land.
  3. Change Seed to try another layout. Choose Ground Material or Match ground, then check slopes and the edge of the terrain in Preview.

Settings that change the result

SettingWhat it does
AmplitudeThe strength of the height variation. Raise it for taller hills and deeper dips; set it to 0 for a flat surface.
ScaleThe spread of the landforms. Larger values produce broader features; smaller values pack features closer together. This is different from the terrain’s overall Size.
OctavesThe number of layers of landscape detail. More layers add smaller variations on top of the main landforms.
DetailThe mesh resolution. Higher values make finer height changes possible but increase geometry. Raise it only when the scene needs the extra detail.
Size / SeedSize controls the surface footprint. Seed changes the generated layout; keeping the same seed and settings reproduces the same terrain.
Ground Material / Match groundChoose a surface material or copy the world ground’s material and surface settings. Match ground does not copy terrain shape; water and 3D grass are not supported by that copy action.
Texture Repeat / Color / RoughnessAdjust tiling, surface tint, and matte appearance. Available controls depend on whether you use a material or an animated shader.

Start with low Amplitude when the player needs to cross the terrain. Mountains may need a gentler route. The perimeter blends back toward a flat edge so it can meet surrounding ground.

Panels: place UI and video in the world

Panels are screens positioned inside the 3D scene. Use a UI Panel for an interactive terminal, menu, or information board, and a Video Panel for a screen that plays uploaded video. A world-space panel has a position and physical size, unlike a screen overlay.

Illustrative 3D layouts of a mission terminal UI panel and a video screen standing on posts in a scene.
Illustrative scene layouts with sample UI content and a sample video frame. These show placement and scale, not a captured live interface or playing video. Click the image for a full-size view.

Try it in your scene

  1. For UI: add UI Panel, then choose a design from Spatial UI. If none exists, use Create a Spatial UI first.
  2. Set Panel Width (m), move the panel into the scene, and rotate it toward the player. Configure Enable Pointer so the player can aim at its buttons.
  3. For video: add Video Panel, use Upload to choose the video, set Width and Height, then use Play / Pause preview to check framing and playback.

Settings that change the result

SettingWhat it does
Spatial UI / Panel Width (m)Select the UI design shown on a UI Panel and set its physical width. Buttons support mouse, touch, and VR controller rays.
Enable Pointer / Disable On SelectionEnable Pointer frees the cursor or enables the VR ray. Disable On Selection gives control back after a selection; otherwise configure Disable Pointer.
Video / Width / HeightUpload or replace the video and set the screen size. Match the screen proportions to your content.
Autoplay / Loop / Muted / VolumeControl whether video starts automatically, repeats, and plays sound. Use Play / Pause preview to test it.
Material / Transparent / Double SidedChoose how the panel surface is rendered, whether it can be transparent, and whether the back is visible.

A UI Panel needs a linked Spatial UI design; a Video Panel needs a video source. If a panel is blank, check those first, then check its facing direction and material.

Splines: turn points into paths and surfaces

Line, Curve, and Circle create editable paths. Move their control points to shape a route. Circle starts as a closed loop. A guide alone is an editing aid; enable a sweep when you want a visible pipe, wall, or road in the world.

An editable spline guide with control points, a wall swept along that curve, a closed circular guide, and a road swept into a closed loop.
Guide views show editable paths. Sweep views show the resulting geometry with the guide hidden, as it is in Preview. Click the image for a full-size view.

Try it in your scene

  1. Add Curve or Circle from Basics → Splines, then move the control points in the scene or edit their coordinates.
  2. For visible geometry, turn on Sweep Shape. Choose Wall, Pipe, or Road and set its Width, Height where applicable, and Color.
  3. Enter Preview. The thin guide and handles disappear; the sweep remains visible. Enable the sweep’s Collision if players should collide with it.

Settings that change the result

SettingWhat it does
Closed Loop / TensionClosed Loop connects the end back to the start. Tension changes the curve between control points.
Guide Size / Guide ColorChange the editor guide’s appearance. They do not control the size or color of the resulting sweep.
Point weights / rollHigher point weight tightens the curve near a point; lower weight rounds it. Point roll banks the sweep along the route.
Sweep Shape / ProfileWall and Road sweep a rectangular cross-section; Pipe sweeps a circular one. Width sets pipe diameter; wall and road also use Height.
Angle / CollisionAngle rotates the sweep’s cross-section. Collision enables collision for the generated surface.
Use as Road PathAdds road navigation settings: Road Width, Lane Count, Traffic Direction, and Speed Limit. Generate Road Mesh controls visible road geometry separately; a road path alone does not place vehicles.

If a spline vanishes in Preview, check Sweep Shape. A guide-only spline is expected to disappear. Road navigation, visible road geometry, and collision are separate settings.

Connectors: attach two ends

Wire, Rope, Cable, Hose, Pipe, and Chain create connections whose shape is solved between End A and End B. Use them for hanging wires, suspended chains, hoses, and connections between props. Their form comes from the ends, length, and physical settings.

Rope, hose, chain, and pipe rendered between two posts, showing strand, rib, link, and tube geometry.
The app’s connector geometry and solver, settled between fixed posts. Length and thickness are adjusted to make the different styles easy to compare. Click the image for a full-size view.

Try it in your scene

  1. Add a connector, then set End A and End B. Use Fixed point for stationary anchors or choose an Item attachment to follow a prop.
  2. Position each attachment with its scene handle or attachment editor. Adjust Length so there is enough material between the anchors.
  3. Tune Thickness and the physics controls, then Preview while moving any attached objects. Check slack, tension, and contact with surfaces.

Settings that change the result

SettingWhat it does
Type / StyleType selects a preset. Style changes the geometry, such as twisted strands, ribs, or individual chain links.
End A / End BChoose the attachment mode and position for each end. An Item attachment follows the selected object and attachment point.
Length / ThicknessLength is the material available between the ends: more length usually gives more slack. Thickness changes the cross-section.
Segments / Stiffness / RigiditySegments controls the number of simulated points. Stiffness controls resistance to stretching; Rigidity controls resistance to bending.
Damping / Weight / Rest on surfacesDamping reduces motion over time. Weight changes the gravity effect. Rest on surfaces allows supported contact with scene surfaces.
End Fittings / MaterialAdd collars or fittings and adjust their look. Fittings are decorative; they do not relocate the attachment point.
Max Stretch / Pull Strength / eventsSet stretch and tension behavior. On Taut, On Slack, and On Overstretch let gameplay respond as the connector changes state.

If the span looks too tight, increase Length or bring the anchors closer. If it moves too much, increase Damping or Rigidity gradually and test again.

Walls & Areas: draw invisible level controls

Collision Wall creates a barrier; Navmesh Area marks a walkable region for navigation. These are authored by clicking points on the scene surface. They do not replace a visible wall model or a visible ground material.

A translucent collision wall along a corner and a separate filled navmesh polygon on the scene ground.
Editor-style scene visualizations: a collision boundary on the left and a triangulated walkable area on the right. Click the image for a full-size view.

Try it in your scene

  1. Choose Collision Wall or Navmesh Area under Basics → Walls & Areas and click Draw.
  2. Click points on the world surface to trace the boundary. Use at least two points for a wall and three for an area; finish with Done.
  3. For a wall, adjust Height and keep Collision enabled when it should block movement. For an area, check the drawn region follows the intended walking surface.

Settings that change the result

SettingWhat it does
Collision WallCreates blocking geometry along the clicked points. Height sets the barrier height and Color helps identify it while editing.
CollisionTurns wall blocking on or off. The wall visualization is visible when selected and is hidden during play.
Navmesh AreaDefines a walkable navigation surface. Draw a clear polygon that avoids obstacles; the area alone does not assign behavior to a character.
Points / DoneThe clicked points determine the geometry. Finish the drawing before configuring the resulting world item.

Preview the actual behavior: walk into a collision boundary and test a character that uses navigation on the intended area. Add ordinary shapes separately if players should see a wall or floor.

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