Selection
None
Parent: None
Places selected child origins at one shared point. It does not merge or reparent items.
Selected: None
Hold Shift and drag with the right mouse button in the view or Hierarchy to select a rectangle.
Click any grouped part to select its whole group, then Move, Rotate or Scale it. Alt-click picks one part. Ctrl+Shift+G or × ungroups.
Armour shortcut: select a decorated robot arm, then mirror its entire branch in one click. The opposite arm stays attached to the same parent; its @1–@3 decorations follow its own joints.
For other body parts: Mirror About Body, choose their new Add Parent, then reparent. Matching @1–@3 joints stay intact.
How to attach to a moving part (joystick stick, robot arm)
- Select the joystick or robot arm in the Hierarchy and press Use Selected under Add Parent.
- Choose another item from the catalog and press Child. Select that child in the Hierarchy.
- In Attach to (parent sub-part), choose the part. Joystick: 0: Base stays on the housing, 1: Stick tilts with the stick. Robot arm: 0: Root stays on the mount; 1: Arm, 2: Lower Arm and 3: Hand follow the upper arm, forearm and hand. The Hierarchy marks the moving parts
@1, @2 and @3.
- Press Align to parent anchor to move the child to that point (the shoulder, elbow or wrist on a robot arm), or Place at stick tip on a joystick. Then use Move and Rotate. Switching parts keeps the child's visible position while changing the saved attachment point.
- For a joystick chain, select a joystick, choose the next link type, and press Add aligned link on stick. The new upright joystick becomes selected; press again to extend the chain. Each link attaches to its predecessor's moving stick.
A robot arm copies the same-side arm of whoever holds or wears it, so the editor poses it like the ghost player's arm: pose the ghost in the Wearer tab to see parts on @1 to @3 move. Fingers are not attachment points; stick the item to 3: Hand instead. The editor shows a joystick's stick at rest; it does not animate it.
This selector chooses a part of the child's current parent, not a different parent item. It is disabled when the selected item is the root or its parent has only one attachment point. More in Help & guide: Attach to moving parts.
These placement aids move the selected child on its current parent edge. The separate Reset placement buttons affect only the wearer preview.
Select a stuck arm to place it on the ghost's matching shoulder. Robot arms follow the ghost's pose; mannequin arms aim toward the hand but stay rigid. Free preview switches to Back.
Insert a bridge item
Put an item between the selected part and its children: the bridge sticks to the part, and the children move onto the bridge without moving in the world. A joystick bridge (children on its stick) lets players move that section and keeps its weight off whoever holds the base; any other item works the same way. How bridges work
Already placed the bridge where you want it? Select it, then move the other children of its parent onto it:
These root coordinates are for the editor preview only. Goop JSON does not save the root's world pose; the game places it when spawned, and physics or a player's hand can rotate it afterward. Child offsets and rotations are saved relative to the root. Move a child to change its saved attachment pose.
The selected item starts inactive (off / closed).
Advanced: whole numbers from -2147483648 to 2147483647 only. Fractions, NaN, and Infinity cannot be entered directly. Some items pack other data into these integer bits; see the guide.