> For the complete documentation index, see [llms.txt](https://help.intangible.ai/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://help.intangible.ai/build/game-mode.md).

# Game Mode

Walk a scene at eye level with a physics-backed character, instead of orbiting it from outside.

Orbiting a scene from outside tells you how it is arranged. It does not tell you how it feels to stand in it. Game Mode puts you inside at eye level, walking.

Game Mode shipped in release 2.0.64.

Open it from the gamepad icon in the bottom toolbar of Build.

![Game Mode running inside a Gaussian splat scene, with the control legend visible in the lower left](https://1179478100-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FSWrjIqlgVAblx6vHGJiM%2Fuploads%2Fgit-blob-c49b6bb37597128bf1641b6e808737342762befa%2Fgame-mode-controls-01.png?alt=media)

## Controls

| Action                        | Keyboard                          | Gamepad           |
| ----------------------------- | --------------------------------- | ----------------- |
| Move                          | `W` `A` `S` `D` or the arrow keys | Left stick        |
| Look around                   | Mouse                             | Right stick       |
| Zoom                          | Scroll                            | –                 |
| Jump                          | `Space`                           | A                 |
| Run                           | `Shift` (hold)                    | Left trigger      |
| Toggle first and third person | `V`                               | Right stick click |
| Fly                           | `F`                               | –                 |
| Exit                          | `Esc`                             | –                 |

The on-screen legend changes with the mode you are in. On the ground it lists Move, Orbit, Zoom, Jump and Fly. In the air it swaps the last two for **Down / Up** on `Q` and `E`, and `F` becomes **Walk**, which drops you back to the ground.

Run is not in the legend. Hold `Shift` and every speed, including the vertical one in fly mode, switches to its run value.

{% hint style="info" %}
Fly has no gamepad binding, and neither does zoom. Everything else in the table works from either.
{% endhint %}

## Where it runs

The gamepad button is in the bottom toolbar of **Build**, always. It is also in **Compose**, but only while no shot viewfinder is active: frame up a shot and the button goes away until you leave the viewfinder.

Nothing gates it. Every account has it.

## The game toolbar

Entering Game Mode swaps the bottom toolbar for four controls.

| Control         | What it does                                    |
| --------------- | ----------------------------------------------- |
| **Toggle View** | Cycles first person and third person. Also `V`. |
| **Human**       | Switches your character to the human            |
| **Robot**       | Switches your character to the robot            |
| **Exit game**   | Leaves Game Mode. Also `Esc`.                   |

### First and third person

Third person shows your character in the scene ahead of you.

![Third-person view in Game Mode, the character seen from behind](https://1179478100-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FSWrjIqlgVAblx6vHGJiM%2Fuploads%2Fgit-blob-f6f9bc2675b1591bb5b566e45afcb1a44999c5a4%2Fgame-mode-third-person-01.png?alt=media)

### Human or robot

The two characters do not handle the same. **The human cannot fly.** There is no fly toggle for it, and jumping in mid-air does nothing rather than lifting you into fly mode. Pick the robot if you want to get above the scene, and the human if you want a human-scaled walk-through, which is usually what an eye-level check is for.

![Moving through a scene in Game Mode and switching between the human and the robot character](https://1179478100-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FSWrjIqlgVAblx6vHGJiM%2Fuploads%2Fgit-blob-cd2f3cdeb877c4e51dd701c978ec32f7a1c9bcde%2Fgame-mode-toolbar-02.gif?alt=media)

![Game Mode with the robot character active: the four-button toolbar sits at the bottom of the viewport, with the robot's button highlighted](https://1179478100-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FSWrjIqlgVAblx6vHGJiM%2Fuploads%2Fgit-blob-f3ebeda5d6a5580aa2a2595611c53e6ff626ccd4%2Fgame-mode-toolbar-01.png?alt=media)

## Physics

You collide with the scene rather than pass through it, which is what makes an eye-level walk-through worth doing. Four things are solid:

* **Models**, including every copy of an instanced one
* **Populators**, element by element
* **Gaussian splats**, through the voxel collision mesh built when the splat was imported
* **Extrudes**, such as roads, re-cooked when you finish dragging a spline handle

**Primitives are not on that list.** A cube you dropped in as a blocking placeholder has no collision, so you walk through it. Swap it for a model if you need to bump into it.

A character you walk into is solid in its rest pose, not its animated one. The collision shape is a snapshot, so an arm that swings out during an animation does not swing its collision with it.

Do not confuse any of this with **Apply Physics** in the object menu. That is a one-shot drop used to settle an object onto what is beneath it, and it ends as soon as the object stops moving. It does not leave the object simulating for you to push around in here. See [Working with objects](/build/working-with-objects.md).

## A note on the name

Linear tickets call this Explore Mode. The product calls it Game Mode, and so does this page.

## Related

* [Viewport navigation](/overview/get-started/viewport-navigation.md) for orbit, pan, and zoom outside Game Mode
* [Import Gaussian splats](/build/import-gaussian-splats.md) for walking a photographic capture


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