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Vibe Coding Templates

This section helps you edit and customize existing templates. It focuses on prebuilt templates and explains their structure in more detail, making it easier to extend specific features or replace mesh objects such as cars, boxes, or other vibe elements.

Vehicle Physics Model

The Vehicle Physics Model is a ready-to-use driving template for interactive vehicles in Arrival.Space. It combines wheel-based physics, suspension, steering, collisions, headlights, camera behavior, audio, and player mounting into one system, so you do not need to build these features from scratch.

Use this template when you want a vehicle that players can enter, an drive for example for cars, karts, service vehicles, or other rideable machines. It is especially useful when you need a fast starting point for gameplay-ready vehicle behavior and want to adjust handling, seating, wheel placement, or visual setup without rewriting the full logic.

Parameters

Model Parameters
Edit the chassis and wheel model assets, including their overall scale.
ParameterDescriptionUnitMin/Max
Chassis Model (GLB)URL or asset of the vehicle chassis GLB model.asset-
Chassis ScaleScale of the chassis model.factor0.01 / 10
Wheel ModelURL or asset of the wheel GLB model.asset-
Wheel ScaleScale of the wheels.factor0.01 / 10
Vehicle Physics
Edit the core physics behavior such as mass, damping, and simulation update rates.
ParameterDescriptionUnitMin/Max
Chassis MassTotal mass of the vehicle. Higher values make the vehicle feel heavier and less responsive.kg100 / 5000
Air FrictionAir resistance / linear damping. Reduces velocity over time.unitless0 / 1
Angular DampingRotational damping. Reduces spinning and stabilizes rotation.unitless0 / 1
Physics HzPhysics simulation update rate. Higher values provide more accurate physics but require more performance.Hz30 / 240
Physics Sub-StepsAdditional physics simulation subdivisions per frame for better stability.count1 / 60
Wheel Positioning
Edit wheel size and the exact X, Y, and Z placement of the front and rear wheels.
ParameterDescriptionUnitMin/Max
Wheel RadiusRadius of the wheels. Important for ride height and physics behavior.m0.1 / 1
Front Wheel XHorizontal offset of the front wheels from the center.m0.1 / 3
Rear Wheel XHorizontal offset of the rear wheels from the center.m0.1 / 3
Wheel HeightVertical wheel position.m0.1 / 3
Wheel Front ZForward position of the front wheels.m0 / 3
Wheel Rear ZBackward position of the rear wheels.m-3 / 0
Suspension
Edit how stiff, damped, and tall the suspension behaves at rest and under load.
ParameterDescriptionUnitMin/Max
Suspension StiffnessSuspension stiffness. Higher values create a stiffer vehicle.unitless1 / 100
Suspension DampingSuspension damping. Prevents excessive bouncing.unitless0.1 / 10
Suspension CompressionCompression damping when the suspension compresses.unitless0.1 / 10
Suspension RestDefault suspension length at rest.m0.05 / 1
Tire Grip & Handling
Edit tire grip and body-roll behavior to tune traction and overall handling.
ParameterDescriptionUnitMin/Max
Front Friction SlipGrip level of the front wheels. Higher values provide more traction.unitless0 / 5
Rear Friction SlipGrip level of the rear wheels.unitless0 / 5
Roll InfluenceControls how much body roll affects handling. Lower values reduce rollover tendency.unitless0 / 1
Engine & Braking
Edit acceleration, braking force, and idle braking behavior.
ParameterDescriptionUnitMin/Max
Max Engine ForceMaximum engine force / acceleration power. If the Chassis Mass is heavy increas this value.force units0 / 10000
Max Braking ForceMaximum braking force.force units0 / 500
Idle BrakeAutomatic braking force when no input is given. Prevents rolling.force units0 / 50
Steering
Edit steering angle, steering response, and how steering changes at higher speed.
ParameterDescriptionUnitMin/Max
Max SteeringMaximum steering angle at low speed.rad0.05 / 1
Min Steering (at speed)Minimum steering angle at high speed.rad0 / 0.5
Steering Falloff SpeedSpeed at which steering gradually becomes more limited.m/s1 / 50
Steering SpeedSpeed of steering response.1/s1 / 30
Collision
Edit the collision box size, vertical offset, and the physical material behavior.

The used collision is a Box Collision, since this is fully sufficient for this use case. To visualize collisions, modify the Vibe and tell the AI that you want to have a toggle to visualize the collision via pc.enablePhysicsDebugDraw = true. This will display all active collisions. Keep in mind that this feature is very performance-intensive. It is recommended not to enable it inside heavy or complex Spaces, as it may lead to unusual behavior or performance issues.

ParameterDescriptionUnitMin/Max
Collision WidthWidth of the collision box.m0.05 / 5
Collision HeightHeight of the collision box.m0.01 / 2
Collision LengthLength of the collision box.m0.05 / 5
Collision Y OffsetVertical offset of the collision box.m0 / 3
Chassis FrictionFriction value of the chassis body.unitless0 / 1
Chassis RestitutionBounciness / restitution of the chassis.unitless0 / 1
Headlights
Edit headlight position, beam shape, color, intensity, and range.
ParameterDescriptionUnitMin/Max
Headlight SideSide offset of the headlights.m0 / 2
Headlight HeightHeight of the headlights.m-1 / 2
Headlight ForwardForward offset of the headlights.m-1 / 3
Headlight ColorHeadlight color.color-
Headlight IntensityBrightness/intensity of the headlights.intensity units0 / 20
Headlight Cone AngleCone angle of the spotlight.deg1 / 90
Headlight RangeMaximum light range.m1 / 100
Headlight TiltVertical tilt angle of the headlights.deg-45 / 45
Player Interaction
Edit the enter distance and the exact player seat position inside the vehicle.
ParameterDescriptionUnitMin/Max
Enter DistanceDistance at which the player can enter the vehicle.m1 / 10
Seat SideHorizontal seat offset for the player.m-1 / 1
Seat HeightVertical seat offset for the player.m-1 / 3
Seat ForwardForward/backward seat offset.m-1 / 1
Camera
Edit the camera height and distance relative to the vehicle.
ParameterDescriptionUnitMin/Max
Camera Height OffsetVertical camera offset relative to the vehicle.m-1 / 2
Camera DistanceCamera distance from the vehicle.m0.8 / 4
Animations
Edit which driving or idle animation is used while the player is mounted.
ParameterDescriptionUnitMin/Max
Ride Idle AnimationIdle/sitting animation used while driving.animation asset-
Audio
Edit the drive sound asset, volume, pitch, and speed-based audio behavior.
ParameterDescriptionUnitMin/Max
Drive SoundAudio file for the engine/driving sound.audio asset-
Drive Sound VolumeVolume of the driving sound.gain0 / 10
Drive Sound Min SpeedMinimum speed before the sound starts playing.m/s0 / 20
Drive Sound PitchBase audio pitch.pitch factor0.25 / 4
Drive Speed PitchPitch increase based on speed.pitch factor per m/s0 / 1
Drive Accel PitchPitch increase based on acceleration/engine load.pitch factor0 / 2

Exchange the Model

To replace a model, you first need a new model asset.It is important that the car body (chassis) and the wheels can be exported separately. For example, you can download a car asset from Sketchfab. The asset must be in .glb \ .gltf format.

Before importing the model into Arrival.Space, the chassis must be separated from the wheels.
The following guide uses Blender as an example.

Steps

  1. Open Blender
  2. Select General under New File
  3. Delete the default assets (Camera, Cube, Light)
  4. Import your asset via File > Import > glTF 2.0 (.glb/.gltf)
  5. Select the car body/chassis along with all related parts (excluding the wheels)
  1. Go to File > Export > glTF 2.0
  2. Before exporting, enable only the following settings:
    • Include > Limit to > Selected Objects
    • Transform > +Y Up
    • Data > Mesh > UVs + Normals
  1. Export the file and upload it to Arrival.Space as the Chassis Model
  2. Select the front-left wheel and temporarily hide the other assets using the Eye icon
  1. To properly align the wheel, adjust its center point using
    Shift + S > Selection to Cursor
  2. Apply all transformations using:
    • CTRL + A (Windows) > All Transforms
    • Command + A (macOS) > All Transforms
  3. Go to File > Export > glTF 2.0
  4. Use the same export settings as in Step 7
  5. Upload the wheel model to Arrival.Space as the Wheel Model URL
  6. Adjust the parameters

Google 3D Tiles (Atmosphere)

The Google 3D Tiles (Atmosphere) template streams Google's Photorealistic 3D Tiles into your Space and adds an atmospheric sky, aerial-perspective haze, and a sun disc based on location, day of year, and UTC time.

Use this template when you want to place a real-world city, landscape, or building context around your Space. It is especially useful together with the Splat Crop template: Google 3D Tiles can provide the larger environment, while a cropped Gaussian Splat can replace or refine a specific local area.

Access token

To stream Google 3D Tiles, you need either a Google Maps API Key with the Map Tiles API enabled, or a Cesium Ion Token. For EEA billing accounts, use the Cesium Ion Token field because Google may block direct Photorealistic 3D Tiles access for EEA projects.

To get a Cesium Ion Token, create or open your Cesium ion account, go to Access Tokens, create a token, keep the required access as limited as possible, and copy it into Cesium Ion Token (EEA). Cesium recommends creating separate tokens per application and restricting tokens with scopes, allowed URLs, or selected assets where possible. See the official Cesium guide: Cesium ion Access Tokens.

  1. Add the Google 3D Tiles (Atmosphere) Vibe template to your Space.
  2. Enter either your Google Maps API Key or your Cesium Ion Token (EEA).
  3. Set Latitude, Longitude, and Ground Altitude (m) so the streamed location lines up with your Space.
  4. Open Space Edit > Advanced > Lighting & Skybox, hide the Skybox, and enable Post Effects > HDR. The atmosphere and sun disc are designed to look best with HDR enabled.
  5. Tune the sun by standing at the tip of a shadow, looking upward, and adjusting Time UTC (h) and Day of Year until the shadow direction and sky mood fit your scene.
  6. Leave Altitude Adaptive Cam enabled for large-scale navigation. If the camera clipping does not fit your setup, adjust Near Clip (m) and Far Clip (m).
  7. Add Splat Crop if you want a Gaussian Splat to replace a local area inside the Google 3D Tiles environment.

Parameters

Access & Location
Connect the tile source and define which real-world location is centered in the Space.
ParameterDescriptionUnitMin/Max
Google Maps API KeyAPI key for Google Maps Platform with the Map Tiles API enabled. Use this when direct Google access is available for your project.key-
Cesium Ion Token (EEA)Cesium ion access token used as an alternative route for Google Photorealistic 3D Tiles, especially for EEA billing accounts.token-
LatitudeLatitude of the location that should be centered at the Vibe entity.degrees-90 / 90
LongitudeLongitude of the location that should be centered at the Vibe entity.degrees-180 / 180
Ground Altitude (m)WGS84 ellipsoid height placed at the Vibe entity origin. Adjust this until streets, terrain, or buildings align with your Space floor.m-500 / 9000
Streaming & Scale
Edit tile detail, scene scale, and loading feedback.
ParameterDescriptionUnitMin/Max
DetailControls the level of tile detail. Higher values load sharper buildings and terrain but require more performance and bandwidth.factor2 / 6
ScaleScales the entire tileset. Use lower values for miniature or globe-like setups and higher values for near-real-scale environments.factor0.000001 / 10
Show StatusShows connection, loading, or missing-key status messages in the Space.toggle-
Camera
Edit camera clipping and free-camera behavior for very small or planet-scale scenes.
ParameterDescriptionUnitMin/Max
Altitude Adaptive CamAutomatically adapts near clip, far clip, and free-camera speed based on camera altitude. Recommended for Google Tiles.toggle-
Near Clip (m)Minimum camera render distance. Increase carefully if depth precision becomes unstable; decrease when close objects disappear.m0.01 / 100
Far Clip (m)Maximum camera render distance. Increase when distant tiles disappear too early; reduce for smaller scenes to improve depth precision.m1000 / 20000000
Free Cam Max Speed (m/s)Maximum speed allowed for free-camera navigation.m/s50 / 1000000
Tile Look
Edit color correction and optional scene-light response for the streamed Google tile materials.
ParameterDescriptionUnitMin/Max
BrightnessMultiplies the final tile brightness.factor0 / 3
ContrastAdjusts contrast around mid-grey.factor0 / 3
SaturationAdjusts color saturation.factor0 / 2
TintApplies a color tint to the tiles. Use white for no tint.color-
Direct Light (scene sun)Relights tiles with the scene sun instead of using only Google's baked photo look.toggle-
Gloss (lit)Surface gloss used when Direct Light is enabled.factor0 / 1
Ambient Response (lit)Ambient light response used when Direct Light is enabled.factor0 / 2
Atmosphere & Sun
Edit the atmospheric haze, sky exposure, and sun position.
ParameterDescriptionUnitMin/Max
AtmosphereEnables the analytic atmosphere, sky shell, and aerial-perspective haze.toggle-
Time UTC (h)UTC hour used to calculate the sun direction. Rotate this value to move shadows during the day.h0 / 24
Day of YearDay of the year used for seasonal sun height. Rotate this value to simulate different seasons.day1 / 366
Sun IntensityStrength of sunlight in the atmosphere calculation.intensity0 / 100
Sky ExposureExposure multiplier for the sky and haze.factor0.1 / 5
Air Pollution (haze)Amount of aerosol haze. Higher values create a thicker, softer atmosphere.factor0 / 5
Force Tonemap OnForces the atmosphere to tonemap itself even when HDR rendering is active. Usually leave this off when Post Effect HDR is enabled.toggle-
Sun Disc Brightness (HDR)Brightness of the visible sun disc. Higher values can create a stronger HDR highlight and bloom.intensity0 / 200

Splat Crop

The Splat Crop template creates a movable crop box for already-loaded Gaussian Splats in the Space. Move and rotate the Vibe entity with the Gizmo, then set its dimensions with Box Size (m). By default, splats inside the box are kept and splats outside the box are hidden.

Use this template when you want to isolate a part of a large splat, trim away unwanted surroundings, or combine a local Gaussian Splat with Google 3D Tiles (Atmosphere). When used together, the same crop box can also carve a matching hole into the Google tiles so the splat and city context do not visually overlap.

  1. Add Google 3D Tiles (Atmosphere) and align the streamed location first.
  2. Add your Gaussian Splat as Additional Content and place it over the matching Google tile area.
  3. Add Splat Crop and move the crop box over the splat area you want to keep.
  4. Keep Crop Splats enabled if the box should crop the splat.
  5. Enable Cull Google Tiles to carve the same box-shaped region out of Google 3D Tiles.
  6. Use Invert (carve hole) only when you want to remove the splat area inside the box instead of keeping it.
  7. Hide the visual helper with Show Box once the crop placement is final.

Parameters

Crop Box
Edit the crop volume and how hard or soft its border behaves.
ParameterDescriptionUnitMin/Max
Box Size (m)Width, height, and depth of the crop box. The Vibe entity position and rotation define where the box sits in the Space.m0.1 / 100000
Edge SoftnessSoftens splats near the crop boundary by shrinking splats close to the edge. Lower values create a harder edge.factor0.01 / 1
Crop Behavior
Choose whether the box affects splats, Google tiles, or both.
ParameterDescriptionUnitMin/Max
Crop SplatsEnables cropping for all loaded Gaussian Splats in the Space. Disable it if the box should only affect Google tiles.toggle-
Invert (carve hole)Reverses the crop result. Off keeps splats inside the box; on removes splats inside the box.toggle-
Show BoxDisplays the crop box helper in the Space while positioning and tuning the crop.toggle-
Cull Google TilesSends the crop box to the Google 3D Tiles Vibe so the same region is removed from the streamed tiles. Use this when a splat should replace part of the Google tiles.toggle-

NPC Character

The NPC Character template spawns a non-player character at the Vibe entity position and makes it follow the local player. It combines NPC movement, avatar customization, labels, and animation overrides in one reusable setup.

Use this template when you want to add a companion, guide, visitor, staff member, or other character that follows the player through your Space. It is especially useful when you want to iterate on the character's appearance and animation directly in the editor instead of rebuilding the NPC logic from scratch.

The Avatar parameter opens your own avatar library, where all uploaded and saved avatars are available. Both VRM and Modular Avatar assets can be used and customized. For modular avatars, you can also adjust the avatar parts, gender, and color tints through the avatar configuration.

  1. Add the NPC Character Vibe template to your Space.
  2. Move the Vibe entity to the position where the NPC should spawn.
  3. Open Avatar and select an uploaded or saved avatar from your avatar library, or customize a modular avatar.
  4. Set the Follow Distance, NPC Speed, and Stop Distance to match the intended character behavior.
  5. Select catalog animations for Idle Animation, Walk Animation, and Jump Animation. The available catalog options are updated for the selected avatar gender.
  6. Leave an animation slot set to <built-in> to keep the animation that was assigned when the avatar was uploaded. This is the default animation for that slot and does not apply an override.
  7. Optionally upload a Mixamo .fbx file to an animation slot. A custom upload overrides the catalog selection for that slot and is converted and retargeted to the avatar automatically.
  8. Add a Head Label if the NPC should display a name or other short identifier above its head.
  9. Test the NPC in the Space and adjust the movement and animation parameters as needed.

Parameters

Follow Behavior
Edit how often the NPC updates its path and how it follows and stops near the local player.
ParameterDescriptionUnitMin/Max
Follow DistanceDistance at which the NPC stops following because it is already close enough to the local player.m0.5 / 6
Repath IntervalTime between follow-path updates. Lower values make the NPC react more frequently but may require more performance.s0.1 / 2
NPC SpeedMovement speed of the NPC while following the player.m/s0.1 / 6
NPC Turn SpeedHow quickly the NPC turns toward its movement direction.factor1 / 30
Stop DistanceMinimum distance from the current target at which the NPC stops walking.m0.1 / 2
Avatar
Select an avatar from your library and customize its appearance.
ParameterDescriptionUnitMin/Max
AvatarOpens your avatar library with your uploaded and saved avatars. VRM and Modular Avatar assets can both be selected and customized.avatar asset-
Head Label
Add and style a label displayed above the NPC's head.
ParameterDescriptionUnitMin/Max
Head LabelText displayed above the NPC. Leave empty to hide the label.text-
Head Label ColorColor of the head label.color-
Animation Selection
Choose catalog animations or keep the avatar's imported animation for each movement state.
ParameterDescriptionUnitMin/Max
Idle AnimationCatalog animation used while the NPC is idle. Select <built-in> to keep the animation assigned when the avatar was uploaded.animation asset-
Idle LoopRepeats the idle animation while the NPC is standing still.toggle-
Walk AnimationCatalog animation used while the NPC moves forward.animation asset-
Jump AnimationCatalog animation used for the jumping state.animation asset-
Custom Animation Uploads
Upload Mixamo FBX animations that override the catalog selection for a specific state.
ParameterDescriptionUnitMin/Max
Idle — Custom FBX (Mixamo)Optional Mixamo .fbx upload for the idle state. When provided, it overrides Idle Animation..fbx asset-
Walk — Custom FBX (Mixamo)Optional Mixamo .fbx upload for the walk state. When provided, it overrides Walk Animation..fbx asset-
Jump — Custom FBX (Mixamo)Optional Mixamo .fbx upload for the jump state. When provided, it overrides Jump Animation..fbx asset-

Custom FBX files are converted to a generic animation clip and retargeted to the selected avatar automatically. This works with both VRM and Modular Avatar assets. Leave the upload field empty to use the catalog selection, or use <built-in> in the corresponding catalog dropdown to keep the animation assigned at avatar upload time.

Splat Reveal

The Splat Reveal template plays a configurable reveal animation on Gaussian Splats that are already loaded in the Space. Splats can appear as a radial wave, a vertical sweep, rain, a scatter, a dissolve, or a brightness-driven bloom. During the reveal, each splat grows from a small dot, moves into position, and can flash with a configurable glow tint.

Use this template when you want a cinematic loading effect, an area reveal, or a stylized transition for an existing Gaussian Splat. The effect targets the Space's unified LOD-streaming splat system as well as individual splat components and supports both WebGL and WebGPU. It does not load a splat by itself, so add and wait for the Gaussian Splat content before expecting the reveal to play.

  1. Add a Gaussian Splat to your Space and wait until it has finished loading.
  2. Add the Splat Reveal Vibe template.
  3. Choose a Pattern that matches the desired effect. Use Radial for an outward wave, Sweep Up or Sweep Down for a directional reveal, and Bloom (by brightness) when bright areas should appear first.
  4. Set Duration (s) and Softness to control the overall timing and overlap between splats.
  5. Adjust Dot Size, Entrance Motion, and Settle Hop for the movement and scale of each splat as it appears.
  6. Set Glow Color and Glow Strength to match the visual style of the Space.
  7. Enable Loop only when the effect should restart automatically. Use Loop Pause (s) to add a delay between repetitions.
  8. Leave Loop disabled for a one-shot reveal. Once the reveal and optional end bump finish, the shader override is removed and the splat returns to its normal rendering pipeline.

Parameters

Reveal Pattern
Choose how individual splats are ordered and animated into view.
ParameterDescriptionUnitMin/Max
PatternReveal order and style: Radial, Sweep Up, Sweep Down, Rain, Scatter, Dissolve, or Bloom (by brightness).option-
Duration (s)Time for the main reveal to progress from hidden to fully visible.s0.2 / 20
SoftnessOverlap between neighboring splat arrivals. Zero reveals all splats at nearly the same progress; higher values create a softer, more continuous wave.factor0 / 1
JitterAdds per-splat timing variation for a less uniform and more organic edge.factor0 / 1
Entrance Motion
Edit the initial size and movement of splats as they appear and settle.
ParameterDescriptionUnitMin/Max
Dot SizeInitial splat scale as a fraction of its final size. Lower values make splats start as smaller dots.factor0.01 / 1
Entrance MotionDistance splats travel into place. The direction depends on the pattern: rain drops from above, scatter moves from randomized offsets, and other patterns rise from below.m0 / 10
Settle HopVertical hop applied while a splat finishes growing.m0 / 3
End BumpOne-shot scale overshoot when the reveal completes. Set to zero to disable the finishing pulse.factor0 / 2
Glow
Set the color and strength of the flash that accompanies each splat's appearance.
ParameterDescriptionUnitMin/Max
Glow ColorColor mixed into the splats while they are appearing.color-
Glow StrengthIntensity of the appearance glow.factor0 / 1
Playback
Choose whether the reveal plays once or repeats automatically.
ParameterDescriptionUnitMin/Max
LoopRestarts the reveal after it finishes.toggle-
Loop Pause (s)Delay between the end of one reveal and the start of the next loop.s0 / 10

Scene Tour Camera

The Scene Tour Camera template creates an in-space overlay that lists user-placed scene items and lets visitors jump to them with the free camera. It discovers entities such as GLBs and Gaussian Splats, frames the selected item using its world bounds, and can optionally fly smoothly to the target or orbit around it.

Use this template for guided tours, exhibitions, portfolios, showrooms, or any Space where visitors should be able to browse important points of interest. The panel includes the item name, type, and distance from the local player, and can be refreshed when content changes.

The template uses the current camera direction to choose the approach side, so the selected object is framed without an unnecessary full turn around the Space. Manual free-camera input or leaving free-camera mode cancels an active smooth flight or orbit. Press F to leave free-camera mode, or use the panel's Exit free cam button.

  1. Add the Scene Tour Camera Vibe template to your Space.
  2. Make sure the scene items you want to list are placed as user content, such as GLBs or Gaussian Splats.
  3. Set Type Filter to All, GLB, or Splats to control which items appear in the tour list.
  4. Tune View Distance × to choose how far the camera sits from the selected item's bounds.
  5. Tune View/Orbit Height × to position the camera above or below the item's center. Use a higher value for top-down views and a lower value for objects that should be viewed from below.
  6. Enable Smooth Fly for an animated transition to each selected item. Disable it to snap directly to the target.
  7. Enable Auto-Rotate if the camera should orbit around the selected item after arriving, then adjust Orbit Speed (°/s). Negative values reverse the orbit direction.
  8. Use the refresh button in the panel after adding or removing scene items so the list reflects the current Space content.

Parameters

Camera Framing
Adjust the distance and height used to frame each selected point of interest.
ParameterDescriptionUnitMin/Max
View Distance ×Multiplier for the camera distance from the selected item's bounding radius. Higher values create a wider view.factor1 / 8
View/Orbit Height ×Multiplier for the camera height above the selected item's center. Negative values place the camera below the center.factor-2 / 4
Tour Controls
Control the transition, orbit behavior, and content types shown in the tour panel.
ParameterDescriptionUnitMin/Max
Smooth FlyAnimates the camera from its current pose to the selected item instead of snapping immediately.toggle-
Auto-RotateStarts an orbit around the selected item after the camera arrives.toggle-
Orbit Speed (°/s)Orbit speed around the selected item. Negative values rotate counter-clockwise.°/s-90 / 90
Type FilterFilters the list to All, GLB, or Splats.option-

In-Space Panel

The overlay shows the display name, content type, and approximate distance for each discovered item. Select a row to enter free-cam mode and frame that item. Smooth fly and Auto-rotate can also be toggled directly in the panel, and Exit free cam returns to the regular camera mode. If no items match the selected filter, the panel displays an empty-state message.