A toolbar that never hides, a floating overlay, a material dock, a UV bottom panel.
Every operation is one click on the persistent row under the 3D toolbar.
Toolbar rows
The bar is a sibling below Godot's 3D toolbar. It stays visible with nothing selected; context buttons disable instead of vanishing.
Row 1 — tools and mesh ops, plus the Env menu.
Group
Buttons
Notes
Tools
MoveRow 1 · ToolsMoveWThe plugin's own move tool: drag elements or the whole object on the gizmo axes.Needs: A selection, RotateRow 1 · ToolsRotateERotate the selection around the gizmo rings; orientation space follows the Space button.Needs: A selection, ScaleRow 1 · ToolsScaleRAxis handles scale freely; the CENTER square scales all axes together (Shift + center on faces insets).Needs: A selection
The plugin's own tool. While editing, Godot's Q/V buttons are disabled. Shortcuts WER still work.
Ops
ExtrudeRow 1 · Mesh OperationsExtrudeAlt + E / Shift + MoveExtrudes selected faces along their normal; in edge mode it pulls edge fins. Shift+Move does it live.Needs: Face or edge selection, InsetRow 1 · Mesh OperationsInsetAlt + I / Shift + ScaleInsets the selected faces (an outer border around a shrunken copy). Shift+Scale does it live.Needs: Face selection, BevelRow 1 · Mesh OperationsBevelCtrl + BChamfers or fillets selected edges (or face perimeters) with a live distance/segments modal.Needs: Edge or face selection, BridgeRow 1 · Mesh OperationsBridgeAlt + BConnects two open boundary edges with a face.Needs: 2 open boundary edges, ConnectRow 1 · Mesh OperationsConnectUnbound (rebindable)Inserts an edge connecting edge midpoints (or selected vertices).Needs: Edges or vertices, CollapseRow 1 · Mesh OperationsCollapseUnbound (rebindable)Collapses the selected elements to a single point.Needs: Vertices, edges, or faces, Fill HoleRow 1 · Mesh OperationsFill HoleUnbound (rebindable)Caps open boundary loops with a new face.Needs: An open boundary, KnifeRow 1 · Mesh OperationsKnifeUnbound (rebindable)Cuts faces by placing vertices; Enter completes the cut.Needs: A face to cut, Loop CutRow 1 · Mesh OperationsLoop CutUnbound (rebindable)Inserts an edge loop through the ring of quads crossed by the selected edge.Needs: An edge crossing a quad ring, MergeRow 1 · Mesh OperationsMergeUnbound (rebindable)Merges edge-adjacent selected faces into one n-gon.Needs: Edge-adjacent faces, SubdivRow 1 · Mesh OperationsSubdivUnbound (rebindable)Subdivides the selected quads into four.Needs: Quad faces, WeldRow 1 · Mesh OperationsWeldUnbound (rebindable)Welds the selected vertices together at their centroid.Needs: 2+ vertices, DetachRow 1 · Mesh OperationsDetachUnbound (rebindable)Detaches the selected faces into a new PBMesh node.Needs: Face selection, DelRow 1 · Mesh OperationsDelUnbound (rebindable)Deletes the selected faces.Needs: Face selection
Grey = wrong selection. Tooltip says what it needs.
Env
Dawn / Day / Dusk / NightRow 1 · EnvironmentTime of DayQuick environment presets: Dawn, Day, Dusk, Night. Export stores the preset name.Needs: Nothing (always enabled)
Relights the edited scene.
Scale tooltip, verbatim: axis handles scale freely; the center square scales all axes together (Shift + center on faces insets).
Row 2 — modes, space, shapes, docks, export.
Control
What it does
ObjectRow 2 · Selection ModesObjectUnbound (rebindable)Object mode: whole-object transforms; clicking selects other nodes natively.Needs: Nothing / VertexRow 2 · Selection ModesVertexHVertex mode: pick and move shared vertices; hold V to snap to nearby mesh vertices.Needs: A PBMesh / EdgeRow 2 · Selection ModesEdgeJEdge mode: pick and move edges; Alt-click walks a loop, Shift-Alt-click a ring.Needs: A PBMesh / FaceRow 2 · Selection ModesFaceKFace mode: pick and move faces; Shift+Move extrudes and Shift+Scale insets live.Needs: A PBMesh / TextureRow 2 · Selection ModesTexture6Texture/material mode: transform UVs directly on the 3D geometry.Needs: Face selection
Selection mode. Vertex H, Edge J, Face K, Texture 6. Object is the toolbar button (unbound by default).
New ShapeRow 2 · ShapesNew ShapeArms primitive creation: drag the base on any surface, set the height, click to confirm.Needs: Nothing (always enabled)
Always enabled. Pick a primitive, then drag.
N-GonRow 2 · ShapesN-GonDraws a custom polygon, then extrudes it into 3D (Enter sizes the height).Needs: Nothing (always enabled)
Draw a polygon, extrude it.
Edit ParamsRow 2 · ShapesEdit ParamsRe-opens the creation parameters of the selected shape (until it is hand-edited).Needs: A pristine factory shape
Live only while the selected mesh is a pristine, unedited factory shape.
MaterialRow 2 · DocksMaterial & UVFocuses the Material & UV dock: palette, splat painting, stamps, sprites, particles.Needs: Nothing
Focuses the Material & UV dock.
UVRow 2 · DocksUVOpens the dedicated 2D UV editor panel in the bottom dock.Needs: A PBMesh
Opens the 2D UV editor bottom panel.
PanelRow 2 · DocksPanelPins the floating overlay panel on (it otherwise auto-hides when nothing is selected).Needs: Nothing
Pins the overlay so it does not auto-hide.
ResetRow 2 · DocksReset PanelRecovers the overlay panel and dock to the bottom-left corner if they were dragged away.Needs: Nothing
Export...Row 2 · ExportExport...Opens the export dialog: PBM (the retro .pbm map, default) or GLB — modern bake (lightmap-ready) or retro baked (vertex-lit) — with the bake options.Needs: Nothing (always enabled)
Dialog: PBM (default) or GLB — modern bake (lightmap-ready, first) / retro baked map (vertex-lit).
DocsRow 2 · ExportDocsOpens the bundled offline documentation (the site you are reading).Needs: Nothing (always enabled)
Opens this site (bundled docs-site/index.html).
Rows 3 & 4 (extended tools) — grid & snapping settings, selection suite, auto-smooth, object state, snapping toggles, object tools, CSG booleans, Trim Walls. They ship visible; fold them with the Extended ToolsRow 1 · HeaderExtended ToolsShows or folds Rows 3 & 4 (extended tools). The state is remembered across sessions.Needs: Nothing (always enabled) toggle — the state is remembered across sessions.
Group
Controls
What it does
Grid & snapping
Grid, snap-step readout
Grid settings moved here when row 3 exists — it has the room for the readout.
Selection
AllRow 3 · Selection SuiteAllUnbound (rebindable)Selects all elements of the current mode.Needs: An element mode, InvertRow 3 · Selection SuiteInvertCtrl + IInverts the element selection.Needs: A selection, GrowRow 3 · Selection SuiteGrowAlt + GGrows the selection by one ring of adjacent elements.Needs: A selection, ShrinkRow 3 · Selection SuiteShrinkShift + Alt + GShrinks the selection to its boundary.Needs: A selection, CoplanarRow 3 · Selection SuiteCoplanarAlt + CSelects all adjacent coplanar faces.Needs: Face selection, SimilarRow 3 · Selection SuiteSimilarUnbound (rebindable)Selects faces with matching material.Needs: Face selection, BoundaryRow 3 · Selection SuiteBoundaryUnbound (rebindable)Selects the open boundary edges.Needs: A PBMesh, LoopRow 3 · Selection SuiteLoopAlt + LSelects the quad strip face loop through the selection.Needs: Face selection, RingRow 3 · Selection SuiteRingAlt + RSelects the perpendicular quad face ring.Needs: Face selection
LitRow 3 · Object StateLitUnbound (rebindable)Shading on/off for every selected object. Mixed selections render unchecked; checking synchronizes all of them.Needs: Selected objects, Cast ShadowsRow 3 · Object StateCast ShadowsUnbound (rebindable)Shadow casting on/off for every selected object. Same mixed-checkbox semantics as Lit.Needs: Selected objects
Shading and shadow casting for every selected object (PBMesh, MeshInstance3D, CSG). Mixed-checkbox semantics: all on = checked, all off / mixed = unchecked, and checking synchronizes the whole selection. Rebindable as Object: Toggle Lit / Cast Shadows.
Objects
Merge ObjsRow 4 · Object ToolsMerge ObjsUnbound (rebindable)Merges the selected PBMesh nodes into one.Needs: 2+ selected PBMeshes, MirrorRow 4 · Object ToolsMirrorUnbound (rebindable)Mirrors the object's geometry across local X (winding corrected).Needs: A PBMesh, Center PivotRow 4 · Object ToolsCenter PivotUnbound (rebindable)Moves the pivot to the bounding-box center: the geometry stays put, the node origin moves (works in Object mode).Needs: A PBMesh, Freeze XformRow 4 · Object ToolsFreeze XformUnbound (rebindable)Bakes the node transform into vertex positions and resets the transform to identity.Needs: A transformed PBMesh, PoibuilderizeRow 4 · Object ToolsPoibuilderizeUnbound (rebindable)Converts any MeshInstance3D or CSG shape (including CSGCombiner3D) into an editable PBMesh.Needs: A MeshInstance3D or CSG node
Combine meshes, mirror across X, recenter pivot to bounds, bake transform into vertices, convert MeshInstance3D/CSG to PBMesh.
CSG
CSG UnionRow 4 · CSG BooleansCSG UnionUnbound (rebindable)Solid union of the selected meshes (select target first, cutter last).Needs: 2+ selected meshes, CSG SubtractRow 4 · CSG BooleansCSG SubtractUnbound (rebindable)Subtracts the LAST-selected mesh from the FIRST-selected mesh.Needs: Target + cutter selected, CSG IntersectRow 4 · CSG BooleansCSG IntersectUnbound (rebindable)Solid intersection of the selected meshes.Needs: 2+ selected meshes
Real-time CSG booleans with full undo. Select target first, cutter last.
Smoothing
Auto SmoothRow 3 · Selection SuiteAuto SmoothUnbound (rebindable)Auto-smooths faces by dihedral angle (45°).Needs: A PBMesh
Recalculate smoothing groups by dihedral angle (45° threshold).
Snapping & Tools
V-SnapV-SnapSoftRow 4 · SnappingV-SnapHold V (toggle available)Snaps dragged elements to the nearest mesh vertex (or hold V during a drag).Needs: A drag, SoftV-SnapSoftRow 4 · SnappingSoftUnbound (rebindable)Proportional editing: a move also drags nearby unselected vertices with a smooth falloff (radius beside the toggle).Needs: A selection (proportional) + radius spinner, Trim WallsRow 4 · Trim WallsTrim WallsEnter applies · Esc cancelsClick wall faces to sweep mitred trim along them (teal hover, amber chosen).Needs: Wall faces to click
Snapping to vertices, proportional editing with smooth falloff, and interactive wall-clicking trim.
Overlay
A compact floating panel in the viewport.
Selection readout while something is selected.
Drag readout while dragging.
Params modal for shape create and bevel.
⚙ Edit Emitter Properties while a placed particle emitter is in the selection — the fine-tuning surface for emitters (count, size, speed, spread, blending, flipbook). It works from object mode too; the emitter session stays open even while no mesh is selected.
Drag it by the header. Pin with PanelRow 2 · DocksPanelPins the floating overlay panel on (it otherwise auto-hides when nothing is selected).Needs: Nothing. Recover with Reset PanelRow 2 · DocksReset PanelRecovers the overlay panel and dock to the bottom-left corner if they were dragged away.Needs: Nothing.
Any mode or tool change applies the open modal first.
Esc before the confirming create-click creates nothing.
Docks
Material & UV — six modes on one dock: Material & UV (palette, per-face assignment), Texture Paint (the splat brush), Stamp (decals), Sprite (billboard placement), Shapes (always-armed primitive placement), and Particles (click-to-place emitters). See Materials and Paint & stamps.
UV Editor — bottom panel, can pop out to a window. See UV editor.
Status
During creation the overlay shows a hint (base drag, then height). Extents print in metres. Directional shapes (doors, stairs) display an orange facing arrow on the base plane; holding Ctrl locks the arrow direction so lateral sizing won't flip the facing. Environment presets write a scene meta the export reads. While a placement mode is armed (paint, stamp, sprite, shapes, particles) a small banner at the top of the viewport names it and how to leave it — it is a pure readout and never eats clicks.
The toolbar never hides. If a button is grey, read its tooltip — it is waiting for faces, or edges, or two objects.