# The sandbox

Every plain scenario is a sandbox, like Garry's Mod: spawn things from any game in it, carry them
around, weld them, change them. (Experiences decide what you may do, so some of this may be off
there.)

## The spawn menu: Q

Hold **Q**. You see Fusion's own props (boxes, balls, planks, in any size and color) and, for each
game in the scenario, what it can make: its router's spawnable kinds. Click one and it appears
where you're looking. It's also picked for the **Spawner** tool, so you can keep placing more.

The game makes what it spawns, with its own rules: a zombie from VEIN is VEIN's zombie, walking
with VEIN's own animations.

## Tools: 1 to 4

| Key | Tool | How |
|---|---|---|
| **1** | **Grab** | hold the left button to carry a prop; right-click freezes it in the air |
| **2** | **Spawner** | click to place what you last picked in the spawn menu |
| **3** | **Remover** | click a prop, or a game's creature, to remove it |
| **4** | **Weld** | click two props: they stick together |

## The context menu: C

Press **C**, then click anything, from any game: a prop, a zombie, a wolf. You see what it is and
which game it belongs to, and what you can change: its health, what its block lets Fusion ask
(**Stop**, **Walk here**), or **Remove**. Fusion only asks; the game does it its own way.

## Flying: V

**V** turns noclip on and off: fly through walls to look around. **Space** goes up, **Ctrl** down.

## Seeing what Fusion sees

- **F7**: the shared collision. Every game's ground and walls, and Fusion's props, in one place.
  This is how Minecraft's player can stand on VEIN's floor.
- **F8**: every creature and prop Fusion knows, with its game and its Fusion id.
- **F6**: the cost meter, one line per game: what it was expected to use and what it really uses.
