Devlog/Level Modeller

PapaiArt Tools - Level Modeller - 1.7.2 snapping

Level Modeller v1.7.2 3 min read
PapaiArt Tools - Level Modeller - 1.7.2 snapping

Snapping: things that actually line up

Up to now, putting a wall next to another wall in PapaiArt Tools – Level Modeller meant eyeballing it, squinting at the seam, and then typing coordinates into the Inspector until the gap went away. Your box landed at x = 2.4374 and the two rooms almost met.

That's over. This update adds a full snapping system.

The grid you see is the grid you get

The viewport grid used to be decoration — a fixed 1-metre pattern that had nothing to do with where anything landed. Now it is the snap grid. Change the step to 0.5 m and the grid redraws at 0.5 m. Zoom out and the fine lines retire on their own instead of smearing into grey mush; zoom back in and they return.

And if you switch snapping off, the snap grid goes with it. What's left is a plain ground reference, so the viewport still has a floor to stand on — but it stops promising you something it isn't doing.

It snaps to what's actually there

Corners, edges, edge centres, surfaces, object pivots, bounding boxes — turn on as many as you like.

One detail worth calling out: it snaps to the edges you can see. A cube has twelve edges. Under the hood every flat face is split into triangles, which means there are invisible lines running diagonally across each wall — and a naive snap system happily grabs those, which is exactly why snapping in some tools feels like it has a mind of its own. Those diagonals are not targets here. Curved surfaces are treated the same way: a cylinder offers its two rims, not its twenty-four seams, and a sphere offers no edges at all, because it hasn't got any.

Corners also outrank everything else. Near a corner you get the corner, not the edge that happens to pass a pixel closer.

Which part of your object lands there

This is the half most snapping leaves out. It's not just what do I snap to — it's which part of the thing I'm dragging goes there.

Drop it on the floor

Select something, press End, and it lands on the level — on the actual surface the player walks on, not on an imaginary plane. It probes across the object's footprint and takes the highest support, so a crate hanging half over a step rests on the step instead of sinking through it.

There's also Snap Selection To → Grid / Ground / Active in the popover and in the Edit menu.

Turning in steps

Rotation snaps too — 15° by default, with 5 / 10 / 22.5 / 30 / 45 / 90 a click away. Doors and corridors stop being 87.3°.

One magnet, one panel

All of this lives behind two small buttons at the top of the viewport: a magnet that says whether snapping is on, and the current grid step. Click the step and the whole panel opens — targets, options, the operators. Click anywhere else and it's gone.

While you're dragging, a marker appears on whatever you're locking onto and a small label names it: Vertex, Edge Center, Surface, Grid 0.25 m. No more guessing why something jumped.

Small things that add up

Shortcuts

Shift+Tab -> snapping on/off

Ctrl (held) -> invert it for a moment

Shift (held) -> half-step, for fine work

- / + -> halve / double the grid step

End -> drop the selection onto the level

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