Studio Interface
Overview
Creators can use OVERDARE Studio to design in-game objects (world assets), build game maps (worlds), and craft their own unique gaming environments. Designed for accessibility, it enables both beginners and experts to create engaging and creative games with ease.
OVERDARE Studio Basic Layout
Viewport
Located in the Workspace, the Viewport displays objects placed in the world. It allows users to manipulate the position, rotation, and scale of selected objects.

Camera Controls
W, A, S, D
Click on the Viewport and press W/A/S/D, or hold the right mouse button while pressing W/A/S/D to move the camera forward, left, backward, or right.
Q, E
Click on the Viewport and press Q/E, or hold the right mouse button while pressing Q/E to move the camera down or up.
Shift
Hold Shift along with movement keys (W, A, S, D) to adjust the camera movement speed.
F
Focus the camera on the selected object.
Right Mouse Button
Hold the right mouse button and move the mouse to rotate the camera.
Mouse Wheel Up/Down
Zoom in and out by moving the mouse wheel up or down.
Mouse Wheel Button
Hold the mouse wheel button and move the mouse to pan the camera.
Selecting Objects
Hover over an object in the Viewport to highlight it with a blue outline. Click the highlighted object to select it.


Hold Shift while clicking to select multiple objects. Hold Ctrl + Shift while clicking to deselect objects.
Level Browser
The Level Browser displays objects placed in the world, such as Parts, Models, and Scripts, and allows you to add or delete objects.

Adding Objects
Hover over the location in the Level Browser where you want to add an object, then click the + button to add a new object.

Editing Objects
Right-click an object to access options like copy, paste, and delete.

Properties
Select an object in the Level Browser or Viewport to view or edit its properties in the Properties window.

Copying/Editing Properties
Right-clicking a property value brings up a menu with options to copy or paste values.

Asset Drawer
Use assets like models, images, meshes, and audio registered by other creators.

Asset Manager
Import assets like models, images, meshes, and audio into the world, view the list of imported assets, and insert them into the world.

For more details on importing assets, refer to the manual below:
Asset ImportToolbar
The Toolbar is located at the top of OVERDARE Studio and consists of the Home, Model, Script, and View tabs.

Home tab: Provides basic tools for manipulating 3D objects and testing the created world.
Model tab: Offers tools for manipulating 3D objects in the workspace, setting detailed materials and colors for objects, and adjusting Parts and collision settings.
Script tab: Provides various features for controlling, testing, and debugging scripts within the project.
View tab: Allows you to configure multiple windows and display settings within OVERDARE Studio.
Toolbar
Home Tab

Select, move, resize, and rotate objects in the Viewport.
Object selection mode
Position editing mode
Size editing mode
Rotation editing mode
Collision: Set whether objects like Parts or MeshParts collide or pass through other colliders by editing in the Viewport with Move/Scale/Rotate Tools.
Create Parts, characters, or Rig Builders.
Import: Insert external assets such as meshes, images, and audio into the world. Use Import to select a single file or Bulk Import to select multiple files.
Apply Group, Lock, or Anchor to selected objects.
Group: Group selected objects into a Model or Folder.
Lock: Prevent selected objects from being selected in the Viewport.
Anchor: Set whether selected objects are physically anchored.
Adds a script.
Play the world in single or multiplayer test mode.
Provides UI-related features.
UI Mode: Displays UI objects placed in StarterGui in the Viewport.
Resolution: Change the Viewport resolution.
Model Tab

Same functionality as the Home Tab.
Collision: Same functionality as the Collision Section in the Home Tab.
Set the editing unit for moving, scaling, or rotating objects in the Viewport.
Import external assets, change the color of selected Parts, or manage materials.
Color: Change the color of selected objects if applicable.
Material Manager: Add, edit, or apply materials.
Same functionality as the Home Tab.
Align: Align selected objects.
Provides the ability to add or configure collision groups.
Play Tab

Same functionality as the Play Section in the Home Tab.
Script Tab

Find / Replace: Find and replace text in the script editor. This feature can be used in a single script or across all scripts.
Same functionality as the Home Tab.
When a breakpoint is hit, the script executes the code line.
Step Into: Enter the function on the current line and continue debugging.
Step Over: Execute the function on the current line without entering it, then move to the next line.
Step Out: Execute the rest of the current function and return to the parent function.
Same functionality as the Home Tab.
View Tab

Show or hide specific panels.
Display the Grid or Wireframe in the Viewport.
Same functionality as the Home Tab.
Keyboard Shortcuts
Ctrl + 1
Select Tool
Ctrl + 2
Move Tool
Ctrl + 3
Rotate Tool
Ctrl + 4
Scale Tool
Ctrl + C
Copy the currently selected content to the clipboard.
Ctrl + V
Paste the content stored in the clipboard.
Ctrl + X
Cut the currently selected content to the clipboard.
Ctrl + D
Duplicate the currently selected content.
F2
Rename the selected object
Ctrl + G
Group the selected objects into a model
Ctrl + Alt + G
Group the selected objects into a folder
Ctrl + U
Ungroup the selected folder/model
Ctrl + I
Show the Add Objects menu
G
Hide/Show Gizmo
F5
Play
Shift + F5
Stop
Output Panel
Output Log
Displays information, warnings, and errors occurring in the world and scripts.

Problems
Displays error information in the script in real time.

Breakpoint Management Panel
Breakpoints
You can view the list of breakpoints set in the script. Breakpoints can be enabled or disabled from the list, and double-clicking the Script or Line column will navigate to the corresponding code line.

Watch
You can check the state of variables when a breakpoint is hit.

Call Stack
You can track the order of function calls when a breakpoint is hit.

For more details on breakpoints, you can refer to the manual below.
BreakpointLast updated