Hi Brian, with WASD what I actually mean is full “game interface” with ground collision. (select objects as ground so not all objects are obstacles)
The industry standard for all FPS games and like we have when working with Unity or Unreal (etc.)
A - pan left
S - back
D - pan right
Shift - Run (customizable so it can simulate driving a car at 30mph)
Space - Jump
Ctrl - crouch (important for evaluation of elevation / kid’s perspective)
And being able to jump while running diagonally is important for an intuitive and smooth experience.
And as step two some customizable keys, (turn on off layers, lights, hide unhide objects) but that is not first priority.
The current walkabout tool is far from interesting, I much rather navigate manually in Rhino since it only has a fixed z-height and it also starts every movement with a pause after the first frame (probably to see if keydown is true after keypress is true or something.)