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Select parts of a mesh

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Select a meshy object in Godot first. Choose Vertex, Edge, or Face mode. Choose the meshy Select tool.

Action Result
Click Replace component selection
Shift-click Toggle the component
Drag empty space Select in a rectangle
Shift-drag (Vertex/Edge) Toggle rectangle hits

A rectangle includes partly overlapping components in either drag direction. Drag a short distance to start the rectangle. Release to apply the selection. Hold Shift before starting the drag to toggle selected parts.

In Face mode, Shift-dragging a face or silhouette edge starts extrusion.

You can select parts of visible meshy objects selected in Godot. Components at the same position remain separate.

Target Picking rule
Vertex Click near a corner
Edge Click near an edge
Face Click the nearest face from either side

For vertices and edges, the nearest screen position wins within an object. Camera distance breaks ties and chooses between objects. You cannot click vertices or edges hidden by their own mesh. Other objects do not affect this click test.

A visible meshy surface clearly in front retains Godot object picking. Missed component clicks also use Godot selection, including deselection and Shift selection. Shift object selection keeps components on retained objects.

Rectangles need a visible point on a vertex or edge, or visible face area. meshy faces on any object hide components behind them. Ordinary Godot meshes do not block rectangle selection.

Blue marks mesh edges and unselected vertices. Orange means selected. Yellow marks the cursor target. Outlines and points remain visible through geometry. Foreground geometry hides face fills.

Faces show outlines only when meshy cannot match them to the saved mesh.

Rectangles clip to the starting viewport. Navigation, Alt, viewport loss, or unavailable release coordinates cancel the gesture. Focus loss or mode, tool, and scene changes cancel gestures and clear components. Undo/Redo cancels gestures and retains surviving selections. Deselecting or deleting an object removes its components.

In Object mode, X alone deletes selected meshy objects with one undo action. Mixed selections keep unrelated objects. The scene root and instanced-scene internals remain protected. Component modes do not delete whole objects with X. Text fields and camera navigation retain their input.