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Create boxes

All guides

Start with the box walkthrough. Negative height extends to the other side of the drawing plane.

Start on the nearest eligible meshy face to use its plane. Otherwise, the work-plane picker in the meshy toolbar sets a plane through the world origin. Y (XZ) gives a horizontal base. X (YZ) and Z (XY) give vertical bases. Height follows the picked face direction or the chosen positive axis.

The plane stays fixed beyond the face and when its source moves, hides, or disappears. Ordinary Godot meshes neither supply planes nor block picking. meshy picks faces from either side.

With Interior enabled, drawing inside a closed meshy room skips the hidden near wall and starts on the interior surface behind it, even when the editor camera is outside. Closed meshy boxes act as rooms with either normal orientation. Height extends into the room. X-ray affects component selection, not the drawing plane.

Use a visible, flat meshy face as your drawing surface. Faces with no area or non-flat geometry cannot be used.

The magnet enables snapping. The grid step sets its spacing: 32u = 1m. [ decreases the step. ] increases it. Both stop at the preset limits.

meshy snaps opposite footprint corners and height separately. Face drawing uses the world grid, including on rotated faces. On angled faces, some rectangle corners may fall between grid intersections. World/Incremental affects movement only. Ctrl, Shift, and Alt add no Box constraints or snap overrides.

The preview grid follows the step even with the magnet off. Interior also limits the preview grid to camera-facing surfaces.

Navigation or leaving the viewport pauses sizing. After releasing outside, return to finish the height.

Escape, focus loss, and tool, scene, viewport-camera, plane, magnet, grid-step, X-ray, or Interior changes cancel the draft. Clicks, collapsed footprints, and zero or invalid heights create nothing. Invalid plane intersections also prevent creation. meshy ignores second double-click presses.

Confirming adds a box under your 3D scene root. Undo removes it. Use a Node3D scene root with nonzero scale.