Home Help Editing tools Selecting, moving & deleting

Selecting, moving & deleting

Everything Airship generates is editable. The Edit tool (🏠, in the palette) is your main handle for houses and roads.

Selecting and moving a house with the Edit tool.
Selecting and moving a house with the Edit tool.

Select and move

With Edit active, click a house or road to select it, then drag to move it. A selected object shows edit handles. Click empty space to deselect.

Rotate

With an object selected, press [ and ] to rotate it. Hold Shift to constrain movement or rotation to steps.

Hold Shift to lock a drag to one axis

Shift means the same thing everywhere in the editor: it constrains the drag to a single axis and turns the auto-snap off, so the point goes exactly where you put it.

Several at once. Drag a box on empty ground, or Ctrl/-click, to select a group of houses and objects and move, rotate, copy or lock them together — see Selecting several at once.

Snap

Turn on Snap (🧲) in the top bar to snap objects to roads, footways and each other for tidy alignment.

Add a house

Open 🏠 House in the palette and pick 🏠+ Place house, pick a type from the house-type selector in the top bar, then click on the plan to drop a house of that type — drag as you place to position it (it snaps to roads and neighbours), and press [/] or use its handle to rotate. Keep clicking to place more; click a house you've placed to nudge it. Press Esc (or click the tool again) to return to Edit. Placed houses behave exactly like generated ones.

Why a separate tool? In Edit, clicking empty space only deselects — so you can pan, select and tidy without dropping houses by accident. Adding houses always goes through Place house.

Delete

Select an object and press the Delete tool (🗑) or the Delete key. On fences, Alt-click removes a single section.

Fence-wall: fences, walls & panel runs

Fence-wall ▸ Auto fences builds the garden and boundary fences from the layout, but it will not know about the ones that are particular to your scheme — a brick wall to the frontage, an acoustic barrier along a busy edge, a retaining wall on a level change, a line of temporary panels around a phase. The 🧱 Fence-wall group in the palette draws those.

ToolWhat it draws
🔲 FenceDraws straight away, in whichever fence style you used last.
🧱 Wall…Opens the designer first — a wall has to be told its height, thickness, piers and coping before it means anything — then draws.
▦ Panel run…A run made of one object from the content library, repeated. Two are set up out of the box — Heras fence panels at 3.5 m and pedestrian barriers at 2 m — and you can point a style at any other object in the library. Click any panel and you get the run's line, with draggable points, the same as a wall.
🪵 Auto fencesBuilds the garden and boundary fences from the plot layout in one go. It replaces every run already on the plan, so it asks first if there is anything to lose.
🎨 Fence-wall styles…The designer on its own, for building a style without drawing anything yet.

They all draw the same way: click each point, then double-click or press Enter to finish. Esc cancels the run you are drawing and leaves you in the tool ready to start another; a second Esc leaves the tool. They behave like every other sketch tool — Shift locks the direction, points line up with corners already on the plan, and you can type an exact length and angle. A run is an open line, not a loop, so two points is a run. You stay in the tool afterwards, so you can draw one run after another.

Everything you draw goes in the same place and edits the same way, whatever its style: it extends and trims against its neighbours, reshapes by dragging a point, and is measured in the stats and priced in the appraisal — walls and temporary fencing on their own lines, at their own rates, rather than all at the timber-fence rate.

Designing a style

A style says what a run is. Height and thickness; the material and its colour; junction piers at every corner and both ends and intermittent piers at a spacing along the straights; a coping profile with its own material, thickness and overhang; and two switches that change how a run behaves rather than how it measures:

The designer shows a live 3D preview built by the same code that builds the model, so what you see is what you will get, with a measured elevation beneath it. Twelve styles ship with the app — close-boarded, lap panel, post & rail, acoustic, bow-top railings, mesh, clipped hedge, brick at 900 mm and 1.8 m, natural stone, rendered, retaining and gabion. Those are read-only; Duplicate one to get a style of your own that you can edit.

Your styles travel. They are saved with your template, exactly as house types are, so a style you build on one scheme is there on the next one. They also ride inside the design itself, so a shared link shows the right walls to whoever opens it.

Changing what a generated fence is

Fences from Auto fences are ordinary runs — select one and change its style like any other. But Auto fences makes hundreds of them, so two things make that practical:

To restyle something already drawn, select it and pick a different style from the dropdown on the toolbar — a fence becomes a wall, a wall becomes a run of panels, in place and undoable. The 🎨 button beside it opens the designer on that run, and right-clicking the run gets you there too.

Clicking an area selects it, it does not delete it. With the landscaping, building or car-park tool active, clicking inside something you have already drawn picks it up for editing — drag a corner to move it, click an edge to add one, Alt-click a corner to remove one — and Delete, the toolbar bin or right-click removes it. It used to delete on the first click, with nothing to confirm and nothing to warn you.
The toolbar follows what you pick. Select a wall and it offers the wall's own options; select a road, a car park, a pond or a house and it offers theirs. It stays out of the way until there is something to act on.

Fences: extend and trim

Click a fence to select it, then drag one of its end dots. As the end approaches another fence it snaps to the exact point where the two lines cross:

It runs along the fence's own line, so the two meet in a clean junction rather than a kink. Dragging a dot in the middle of a fence just moves that point as usual, and a fence running parallel to another never snaps to it — there is nothing to meet.

Turn Snap off (🧲 in the top bar) to place an end freely without it reaching for a crossing.
Undo/redo. Use Undo (↶) and Redo (↷) in the top bar freely while editing — nothing is destructive.

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