Using a tool in the scene
Most Infinio tools expose handles in the Scene view. Hover a handle to see its label; drag it to change the value.
Building — editing the footprint
The Building example drives its walls and roof from a polygon footprint you draw in the scene. Select the Building GameObject and the footprint handles appear on the ground plane.
Corner points are the filled dots at each vertex. Click one to select it, then drag it to move that corner. Hover a corner to see its label.
Edges carry three affordances. Hover anywhere along an edge to see a micro-label telling you which affordance is active:
"click +corner · drag ⇅ edge"— the normal state: click to insert a new corner at that point, or drag perpendicular to push the whole edge in or out."click to add a corner"— the cursor is near the insert ring; click to add a corner here."drag to move this edge"— the cursor is near a push arrow; drag to move the edge."drag ⇅ edge"— the footprint is at its corner cap and no new corners can be added; only the push drag is available.
Removing a corner: select a corner point, then press Delete or Backspace.
The walls and roof update live as you drag. You do not need to save or recompile between edits.
Rope Bridge — start and end points
The Rope Bridge tool exposes two ScenePoint handles: one for the start of the bridge and one for the end. Each appears as a draggable sphere in the scene.
Drag the start or end handle to reposition that anchor. The planks, ropes, and catenary sag all regenerate immediately.
Sag is not a scene handle. The sag amount is an exposed parameter on the InfinioInstance inspector, not a handle you drag in the viewport. Adjust it in the Inspector panel. The distinction is intentional: sag is a continuous numeric value with no natural spatial anchor, so it belongs on a slider rather than a point you push around in 3D.
Width works the same way: Inspector slider, not a scene handle.
Stairs — spline control points
The Stairs tool generates a staircase along a spline. Each control point on the spline appears as a draggable handle in the scene.
Drag a control point to reroute the stair path. The step count, treads, and handrails all follow the new path immediately.
The gestures are simpler than the Building footprint: there is no push-edge affordance or corner insertion. Drag the points you have, or add more via the Inspector’s spline controls.
Step width and riser height are Inspector parameters rather than scene handles.
I don’t see any handles
Three things to check:
- Select the GameObject. Handles only draw for the currently selected object in the Hierarchy.
- Confirm the InfinioInstance component is present and has a graph assigned. Handles come from that component. If you added the component manually via Add Component, check that the Graph Asset field is not empty. You can drag a graph asset from the Project window directly onto that field and the inspector will resolve it to the correct binary.
- Check that at least one parameter has a Handle type set. In the graph editor, open the Parameters tab and look at each parameter’s handle dropdown. If every parameter is set to None, no handles appear. The Building, Rope Bridge, and Stairs examples already have this configured correctly; if you see no handles on your own tool, this is the first place to look.