The Home tab contains basic tools for building and testing your experience.
The first section from left contains tools for copying, cutting, pasting, and duplicating instances. You can perform these operations on both 3D world objects or instances in the Explorer window.
|Insert the clipboard contents.
|Copy the current selections to the clipboard.
|Cut the current selections and put on the clipboard.
|Duplicate the current selections at the same level in the hierarchy.
The primary transform tools include Select, Move, Scale, and Rotate. When you choose a tool, visual draggers display on the selected object in the viewport.
The increments for tool transforms are based on studs for moving/scaling or degrees for rotating. You can adjust these increments in the Model tab.
The Mode selector toggles between standard geometric transformations and simulation of mechanical constraints while moving or rotating parts.
The Collisions checkbox toggles the collisions state when you're transforming objects. If collisions are off, you can move, scale, and rotate objects so that they overlap each other; if collisions are on, you cannot transform objects to overlap other objects.
CtrlL on Windows or ⌘L on Mac toggles between transforming an object relative to world coordinates or the object's local coordinates. When in local mode, an L symbol appears to the lower-right of the object.
The Editor button opens a window with tools for creating and shaping static terrain. For more information, see Terrain Editor.
The [Toolbox]/projects/assets/toolbox) includes all of the models, images, meshes, audio, and more that you've published, or those published by groups you belong to. It also includes a selection of assets made by Roblox or Roblox community members.
The Part button inserts a new part into the workspace. Clicking the small dropdown arrow on the button lets you select either Block, Sphere, Wedge, Corner Wedge, or Cylinder. For more information, see Parts.
The UI button opens a tab which lets you quickly insert, resize, and reposition common on-screen UI objects, such as labels, frames and buttons. For detailed information on the objects available in the UI tab, see UI.
The Import 3D tool allows you to import nearly any type of .fbx or .obj and associated texture files into Studio. See 3D Importer for more information.
The Material Generator is designed to create material variants from text entries. Using it, you can type any phrase and hit Generate to see results within a few seconds. See Material Generator for details.
Clicking the small dropdown arrow on the Color button reveals a hexagonal color picker and, by default, applies the chosen color to all selected parts. You can also apply a chosen color as a painting tool by toggling on Color Action as Tool and clicking specific parts in the 3D viewport.
For alternative ways to apply custom colors, see Coloring Parts.
You can group objects into a model by selecting them and clicking the Group button. This action has a default shortcut of CtrlG (Windows) or ⌘G (Mac).
Alternatively, you can group objects into a folder by clicking the small arrow next to the button and selecting Group as a Folder. This action has a default shortcut of AltCtrlG (Windows) or ⌥⌘G (Mac).
To ungroup an existing model or folder, click the small arrow next to the button and select Ungroup. This action has a default shortcut of CtrlU (Windows) or ⌘U (Mac).
You can enable the Lock Tool by clicking the small arrow next to the Lock button and selecting Lock Tool. This action has a default shortcut of AltL (Windows) or ⌥L (Mac).
Once enabled, the tool operates as a "key" for both states — clicking on an unlocked object locks it, while clicking a locked object unlocks it.
To unlock all objects, click the small arrow next to the button and select Unlock All.
The Anchor toggle controls whether the part will be immovable by physics. When Anchored, a part will never change position due to gravity, other parts collisions, overlapping other parts, or any other physics-related causes. This action has a default shortcut of AltA (Windows) or ⌥A (Mac).
There are three common options for playtesting an experience. Clicking the button starts a playtest of the currently selected mode, and clicking the small arrow below the button lets you choose a different mode.
|Starts simulating the experience, inserting your avatar at either a SpawnLocation or coordinates of around (0, 100, 0).
|Starts simulating the experience, inserting your avatar in front of the camera's current position.
|Starts simulating the experience but does not insert your avatar. The simulation begins at the current camera position and you can navigate around using the Studio camera controls.
Once a playtest is running, the following options become available:
|During playtesting in a "play solo" mode (Play or Play Here), toggles between client mode and server mode. See Studio Testing Modes for details.
|Stops simulation of the experience and resets all objects and instances to how they were before Play, Play Here, or Run was clicked.
The Game Settings button, accessible only for a published experience, lets you update basic information, permissions, security, avatar settings, and more. For more information, see the Game Settings reference page.
During a Team Create session, clicking Team Test starts a playtest with other editors, and Exit Game exits out of a current playtest.