A first-person mode: WASD or arrows walk at human pace, pointer-drag looks (with pointer lock during the drag), Esc exits back to an orbit around the building rather than the last look point. Walk speed is a persisted slider. The full editing suite still works — an opening or handle press claims the pointer so it edits instead of turning the camera.
Also called: first person · walk mode · WASD · stand inside the building · virtual walkthrough
- 1Entering walk keeps the orbit camera's XZ and drops to eye height; leaving restores the saved orbit pose.
- 2One writer owns camera orientation in walk mode, so look and movement cannot fight.
- 3A press that lands on an opening or a handle sets a claim; look and the reticle only start after the pointer travels.
- 4E toggles the opening under the screen-centre ray: overhead doors lift on their tracks, barn doors pop proud of the skin and roll along the track, walk doors swing.
- 5Door open/closed is presentation state only — never part of the BuildingSpec or the takeoff.
- 6On-screen WASD/E coach chips retire individually as each key is used.
Clear height under a lean-to, and whether a 10x10 door really passes the equipment, are not questions a static render answers — they get answered after the building is up. Walk mode puts you inside at eye height and the doors open, so the question becomes driving the tractor through it rather than reading a dimension and hoping. Movement speed is adjustable because pacing a walkthrough for a customer and checking a corner yourself want different speeds.
- Judging clearances and scale from an exterior render.
- Deciding door sizes without standing in front of one.
See it on your own jobs
Twenty minutes, your numbers, no slide deck. We’ll build one of your real buildings in front of you and send you the estimate link at the end — yours to keep either way.
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