Move and edit a placed entity

Use MOVE to place and adjust an entity in the world, or EDIT to change its settings in a panel.

You need community admin or director mode.

In the menus: ESC → Design → Manage → EDIT

Both routes start from a selected row. See everything you have placed covers finding one.

For an animated entity, edits update keys matching its resting pose. Between keys, playback restores the path. Use RESET in ANIMATE before editing the start.

Move something with MOVE

Select MOVE.

DUPLICATE opens the same tool for copies of models, lights, effects, sounds and spawn points.

Leaving without placing keeps the copy at its original position.

  • MOUSE1 puts the entity where the ghost is and ends the mode
  • TAB changes which parameter the wheel dials
  • hold SHIFT while turning the wheel for smaller changes on numeric dials that support it
  • MOUSE2 leaves without moving anything and reopens the roster

Every kind gets X, Y, Z and Grid. The position dials offset the ghost from the surface under your cursor.

MOVE and DUPLICATE start Z at the entity's current height above the floor, but aiming at a lower surface can still lower it.

KindExtra dials
ModelYaw, Pitch, Roll and Scale
EffectYaw, Pitch, Interval, Phase and Mode
Lightsigned Intensity, Red, Green and Blue
SoundInterval, when it is a repeat sound
Spawn pointYaw and Rank

Change it in the EDIT panel

Select EDIT. A smaller panel opens over the roster, titled for what you picked.

A model's band carries:

  • Scale: with SET SCALE, 10 to 400 per cent
  • Yaw: with SET YAW, 0 to 360 degrees, turning the model without moving it
  • Emote: with PICK and SET EMOTE, on a .glm model only

REMAP SHADERS also appears for a model when you can use Remap.

Other kinds get the settings that belong to them:

KindEDIT controls
LightColour, Intensity, Style and Period
EffectInterval, Yaw and Phase
Repeat soundRepeat rate
Spawn pointRank
OverlayFilter, Target, Intensity and Alarm sound
LockMessage
ScreenOpens the Screens editor

Prefer the console?

/edit <id> reads an entity back. /edit 0 reads whatever is under your crosshair.

/edit <id> pos <x> <y> <z>
/edit <id> move <x> <y> <z> [yaw]
/edit <id> ang <pitch> <yaw> <roll>
/edit <id> source <path>
/edit <id> scale <n>
/edit <id> emote <name|none>

move takes - in place of any axis you want left alone, so /edit 4 move - - - 90 turns something without shifting it.