Navigation


 * = __**Key**__ ||< __**Shortcut**__ ||
 * = F ||< Focus on item selected in Hierarchy ||
 * = w ||< left mouse move object ||
 * = e ||< left mouse rotate object ||
 * = r ||< left mouse size object ||
 * = alt-Mouse L ||< scene rotate/pivot around "scene center"?? ||
 * = alt-Mouse Center ||< Scene move ||
 * = alt-mouse R ||< Scene zoom ||
 * = mouse scroll ||< Scene "zoom" ||
 * = Mouse center ||< Pan left-right, up-down ||
 * = Mouse left ||< Scene rotate/pivot around "character"?? ||
 * = Mouse L + w ||< "fly" forward ||
 * = Mouse L + s ||< "fly" backward ||
 * = Mouse L + a ||< "fly" left ||
 * = Mouse L + d ||< "fly" right ||
 * = Mouse L + q || "fly" down ||
 * = Mouse L + r || "fly" up ||
 * Mouse L + key + shift || "fly" direction accelerated ||


 * X, Y, Z indicated on direction compass("Scene Gizmo") is indicated by R(ed), G(reen), B(lue) colors and corresponds to X, Y, Z in transform

=Menu - GameObject= =Menu - Terrain= =Toolbar=
 * Move to View - moves selected object to current viewport
 * Align with View - moves selected object to current view camera position and orientation
 * Align View to Selected - moves viewport camera to position and orientation of selected object
 * Import/Export Heightmaps - bringing in external "heightmaps" for scene or exporting scenes heightmap. A heightmap is basically the topology of the terrain (without textures, lighting or any aspects of the terrain like trees, grass, etc.).
 * Set Resolution - define physical characteristics of terrain
 * Flatten heightmap - Sets entire heightmap to same height (default is zero??).
 * Refresh Tree and Detail Prototypes - if change Trees or Detailed Mesh (rocks for example) then must update terrain using this option
 * Pivot - toggles pivot location between center of object vs actual pivot point (for object)
 * Local - along axis of object
 * Global - along axis of world coordinates (scene gizmo)

=Animation=

Unity3D