SmartShape2D - Toolbar --- ![Toolbar Default State](./imgs/Toolbar-PointEdit.png) # Create Mode - In this mode you can start creating a new shape. - Left-Click anywhere to add a new point. - Press ESCAPE to exit create mode. - Hold down ALT and Left-Click to create a point between the two points closest to your mouse. # Point Mode - In this mode you can add, delete, and move all of the points that make up a shape - To **Add** a new point to the shape: - Hold down ALT and Left-Click anywhere on the viewport to add a point between the two points closest to your mouse. - Left-Click on an edge between two points. - To **Move** a point, Left-Click on any point and drag - To **Delete** a point, Right-Click on any point - To set the **Control Points** of a point (for curves), hold **Shift**, Left Click on any point and drag - After the Control Points have been set, you can edit them individually by Left-Clicking and dragging - You can delete control points by right clicking them - To make an empty clone SmartShape2D, hold down ALT + SHIFT and Left-Click anywhere in the viewport. # Edge Mode - In this mode you can Move Eges and choose how specific edges are rendered - To **Move** an Edge, Left Click and Drag the Edge - To **Change an Edges Rendering**, right click the edge and press "**Material Override**" ![EdgeData Popup]( ./imgs/EdgeEdit-MaterialOverride.png ) - This popup allows you to **change how edges are rendered** - **Render** will toggle whether or not this edge will be drawn with Edge Materials - **Set Material** allows you to choose a specific Edge Material to use to render this edge # Origin Set - This tool allows you to set the origin of any SmartShape - To **Set the Origin** Left Click anywhere on the viewport # Generate Collision - If you want your shape to have collision, press this button to autogenerate the collision nodes - The shape will be made a child of a newly created **StaticBody2D** - A sibling node, **CollisionPolygon2D** will also be created and added to the SceneTree - The "Collision Polygon" parameter of the Shape will be set to this sibling **CollisionPolygon2D** # Snapping When Moving / Adding points, snapping will cause the positions of the points to snap to the grid. This works the same as Godot's built-in snapping. You can have snapping either use Global Space, or space relative to the shape's origin.