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Getting started & Basic Navigation
Fio is a hybrid 2D/3D level editor and engine built for rapid block-out, logic wiring, and instant gameplay testing — build a room, drop in a player start, and press Play without leaving the app.
This page covers the absolute basics: getting around the viewports and building your very first playable room.
Fio shows several views at once:
- 3D viewport — a live, rendered view of your level that you fly around like a first-person camera.
- 2D viewports — orthographic Top / Side / Front views for precise placement. Draw and align brushes here.
- Property editor — context-sensitive settings for whatever you have selected (and a Debug Console tab).
- Scene Hierarchy — a tree of every brush and entity in the level.
- Asset Browser — textures and models to drag onto surfaces.
Panels are dockable — drag them around to taste, and use Ctrl + Shift + R to reset the layout if things get messy.
- Free camera / mouselook — hold the Right Mouse Button and use W A S D to fly around.
- Vertical movement — Space rises straight up, C drops straight down (when nothing is selected).
- Zoom — the Mouse Wheel zooms in and out.
- Pan — hold the Right Mouse Button and drag
- Zoom — Mouse Wheel.
- Cycle views — Ctrl + Tab steps through Top, Side and Front.
- Draw a brush — with the Brush tool active, hold the left mouse button and drag out a box.
- Click to select a brush or entity; Ctrl + Click (or Shift + Click) to add to the selection.
- Esc deselects.
- Delete removes the selected object.
- H hides the selection; Shift + H unhides everything.
- Space clones the selected object.
- Pick the Brush tool, then hold the left mouse button and drag a box in a 2D view.
- Click the Room button Room to turn that box into a hollow room — walls, floor and ceiling are created and a light is placed automatically.
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Right-click inside the room and choose
PlayerStartfrom the menu to set where the player spawns. - Press F5 (or the Play button) to jump straight into the level.
- Press Esc to return to the editor.
That's the whole loop: block out → add a player start → play → tweak → repeat. From here, add Entities (Things) like monsters and pickups, and wire them together with the Triggers & I/O Logic System.
In a hurry? The Procedural level generator builds an entire playable space in one click.
(The F-key shortcuts are configurable under Settings → Shortcuts.)
| Key | Action |
|---|---|
| Ctrl + Tab | Cycle the 2D viewports (Top / Side / Front) |
| F1 | Toggle connection lines (Logic Links) |
| F2 | Toggle Wireframe render mode |
| F3 | Toggle the System Monitor overlay |
| F5 | Enter / Exit Play Mode |
| ` (backtick / tilde) | Show the Debug Console |
| T | Toggle the Asset Browser |
| Space | Clone the selected brush / object |
| H / Shift + H | Hide selected / Unhide all |
| Delete | Remove the selected object |
| Ctrl + C / Ctrl + V | Copy & paste brushes |
| Ctrl + Shift + R | Reset the UI layout |
Press F5 to play. Standard first-person controls apply:
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W A S D — move · Mouse — look · Space — jump · E — use / activate (doors,
usetriggers, level changers). - ` — open the in-game Debug Console · Esc — return to the editor.
Handy in-play toggles:
| Key | Action |
|---|---|
| F1 | Show logic connection lines |
| F2 | Wireframe mode |
| F3 | System Monitor overlay |
| F6 | Toggle model collision |
| F7 | Monster AI debug overlay |
| F9 | Split-screen mode |
| F12 | Fullscreen / kiosk mode |
| # | Tool | Description |
|---|---|---|
| 1 | Select | Select entities and brushes |
| 2 | Brush | Create and resize brushes |
| 3 | Room | Turn the selected brush into a hollow room (auto-places a light) |
| 4 | Hollow | Hollow the selected brush with a chosen wall thickness |
| 5 | Clone | Duplicate the selected brush (shortcut: Space) |
| 6 | Rotate | Rotate the selected brush 15° (relative to the current 2D view) |
| 7 | Subtract | CSG-subtract the selected brush from any brushes it touches |
| 8 | Scissor |
(shortcut: x) Place two points, then slice a brush along that plane |
| 9 | Tint | Apply a colour tint to the selected brush |
| 10 | Procedural Tools | Terrain Generator and Procedural level generator |
| 11 | 3D Grid | Show / hide the 3D grid |
| 12 | Play | Launch into Play Mode |
- Basic concept: Brushes — the fundamental building blocks
- Entities (Things) — monsters, pickups, lights, speakers and more
- Triggers & The I/O Logic System — make things happen
- Property editor · Asset Browser · Scene Hierarchy