In World Tools — Documentation
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In World Tools

Once you're inside a world, the In-World Tools govern how you build, code, and shape it. This page walks through every editing mode, the hotbar, and the developer/debug helpers that ship with TokyubeVoxelVerse.

Overview

TokyubeVoxelVerse uses modes instead of separate editor apps. Hold the right modifier key to switch the active mode without leaving the world: blocks, scripts, components, large-scale structures (AB), networked nodes (TokyNode), and external 3D meshes (FBX). Modes are non-exclusive — you stay in first-person camera at all times, the change is in what your click does.

Building, Mining and Crafting

The default mode. Left-click breaks a block, right-click places the currently selected hotbar item. Range and break time depend on game mode (instant in Creative, finite in Survival).

  • Holding shift while breaking lets you fine-target a single block when adjacent voxels overlap.
  • Holding alt while placing previews where the block will go before committing.
  • Mined blocks return to your inventory; in Survival you also drop into a small XP pool used for crafting.

Hotbar & Inventory

The bottom of the screen shows the 10-slot hotbar. The full inventory has 50 slots (10 hotbar + 40 backing inventory).

  • Mouse wheel cycles through hotbar slots.
  • Number keys 10 jump to a specific hotbar slot.
  • Press E to open the full inventory grid. Drag items between slots; right-click an item stack to split it in half.
  • Each slot caps at 99 items. Picking up beyond the cap spills into the next empty slot.

Crafting Recipes

From the inventory grid, the right-side recipe panel lists every recipe you currently have ingredients for. Click a recipe to consume the inputs and place the output in your hotbar.

Recipes are scripted — modders can add or override them via Code Blocks (see Script Mode).

Camera & Movement Modes

  • First-person — default. Mouse aims, WASD moves, space jumps, shift sneaks.
  • Third-person — toggle with F5. Camera orbits the player; useful for posing your skin.
  • Fly — Creative-only. Double-tap space to activate; ascend/descend with space/shift.
  • Aspect-ratio clamp — third-person view stays bounded inside the visible window so you never lose the player off-screen.

Script Mode

Hold Tab to enter Script Mode. Your cursor turns into a script-target pointer; click on any voxel, component, or FBX entity to open its Tokyube Code Blocks workspace. From there you can author logic with the visual programming categories (Logic, Loops, Math, Voxel Actions, Triggers, etc.).

Scripts persist with the world. Exporting a world includes every script attached to it.

Component Mode

Components are reusable, scripted prefabs. Build a thing once — say, a working door, an elevator, or an enemy — then save it as a component and stamp it anywhere. Component Mode opens the component palette where you can:

  • Browse your library of saved components.
  • Drag a component into the world to instantiate it.
  • Edit the underlying script of the component (changes propagate to every instance).
  • Save a region of voxels + their scripts as a new component.

AB Mode (Advanced Building)

AB Mode unlocks region-scale operations: copy, paste, fill, replace, mirror, rotate, and randomize across an axis-aligned bounding box.

Workflow

  1. Press B to enter AB Mode. Two coordinate cursors appear.
  2. Click two corners to define a rectangular prism.
  3. Choose an operation: FILL with a block type, COPY to clipboard, PASTE from clipboard at a new position, REPLACE every block of type X with type Y, etc.
  4. Press Enter to commit, Esc to cancel.

AB operations stream as compressed chunk-delta packets to peers in multiplayer, so big paste operations don't flood the network.

AB Mode is the primary tool used in Collaborative Build Mode; regions are softly locked to the player who started the selection, preventing two collaborators from clobbering each other.

TokyNode Mode

TokyNodes are networked, attachable entities. They're the basis for everything from in-world TVs to interactive vehicles and family-tree relationships between objects.

What you can do in TokyNode Mode

  • Spawn a node from the TokyNode library into the world. Spawning broadcasts to all peers.
  • Move an existing node — its transform syncs at 10Hz unreliable, just like a player position update.
  • Remove a node — broadcast and removed from the host's authoritative state.
  • Attach a node to a parent (a player, a voxel, or another node) so they move together. Used for rideable carts, decorative attachments, and family groupings.
  • Family nodes — a soft-grouping concept that lets several attached children share parameters (e.g., a TV node and its remote controller node behave as one family).

Why a separate mode

Voxels are local-first; TokyNodes are network-first. Keeping TokyNode operations in their own mode prevents accidental spawning during regular building and gives the multiplayer layer a clean entry point for sync packets.

TokyNode Mode is also where the in-world TV Control from TokyPhone routes its commands — controlling a TV node syncs across all connected players via the same packet types tv_state and tv_resync_req.

FBX Attach Mode

FBX Attach Mode lets you import external .OBJ / .FBX meshes into the world and attach them to voxels, players, or TokyNodes.

  • Drag-drop an .OBJ or .FBX file onto the world to spawn it at the cursor.
  • Use R+drag to rotate, S+drag to scale.
  • Click a mesh and then a target to attach; subsequent transform updates sync to peers.

Attached meshes are saved into the world's entities.json and persist across sessions.

External Logins

The bottom-right corner of the title screen surfaces login widgets for the external services Tokyube integrates with:

  • Steam — auto-detected when launched through Steam. Powers multiplayer lobbies and account persistence.
  • Discord — link your Discord account so friends can find you in the in-world TokyubeSocial app.
  • Google / YouTube — required for the in-world TV Control to play YouTube content via yt-dlp.
  • Xbox — link for a verified marker on shared content (full Xbox sign-in lands later).

Debug Tools & Load Character

Press F3 in-world to open the debug panel. The most useful entries:

  • LOAD CHARACTER — opens a folder picker. Drop in a TokyTar Stylizer export folder (animated or static) to apply it to your in-world avatar. Frames are detected automatically; the animation runs at the FPS recorded in the manifest.
  • RESPAWN — moves the player back to the world's spawn coordinates.
  • TIME OF DAY — set a fixed hour, freeze time, or accelerate the day/night cycle.
  • TOGGLE WIREFRAME — diagnostic; useful for confirming chunk meshing.
  • NETWORK STATS — RTT, packet loss, and outbound/inbound rates per peer.

Debug commands are local-only: they affect what you see, not what your peers see (unless explicitly noted, like respawn).