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.

Controls
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.
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.
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.

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.


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.
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 for orbit, pan, and zoom outside Game Mode
Import Gaussian splats for walking a photographic capture
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