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solvecraft/docs/control-protocol.md
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Nathan Dane d5fd14135f Add the native Drawing workspace UI scaffold (#5349)
* docs: plan drawing workspace UI implementation

* assets: add drawing icon drafts for owner review

* feat(ui): add drawing workspace scaffold with shared ribbon and docked settings

Expose planned Drawing tools without introducing drawing documents, paper rendering or CAD behavior. Reuse existing source BOM, properties and flat-pattern services; retain placeholders for unapproved icon drafts.

Validation: full UI, kernel, icon, clippy, wasm and layout checks passed. Full cargo xtask ci reports three geometry failures that also reproduce on unchanged drawings base 3b982ca: counterbored chamfered-disc ring cut, robustness seed 36 and seed 71. No geometry source or golden fixtures changed.

* Preserve default icon palette in Drawing scaffold tests

* Preserve Drawing providers and complete scaffold translations
2026-11-01 21:45:05 -05:00

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Control protocol

For UI-kit review, ui.status_fixture {"preset":"mode"} shows bounded status specimens in the real viewport. Presets are off, mode, result, attention, row, kinds and key; the reply carries the preset and item count. This scenario fixture does not change engine state or open a dialog. off clears it. The published viewport_status:<id>:item, :setting, :key and :close handles support the ordinary ui.at, ui.move, ui.click and keyboard controls.

The control channel is on by default. SolidCraft listens on 127.0.0.1 only, for JSON lines, so agents can drive the app without a launch flag. Every connection still needs this launch's token (below); nothing else on the machine, and nothing off it, can send a command.

Launch What listens
solidcraft --control PORT, or SOLIDCRAFT_CONTROL_PORT=PORT exactly 127.0.0.1:PORT (the flag wins over the variable), whatever the setting
neither, and Preferences > Assistant > "Let AI agents connect (control channel / MCP)" on (the default) the default port 27878, or the next free one up to 27893 when it is taken (a second window, another program)
neither, and the setting off nothing

The setting is read at start-up. Old preference files, which don't have it, load with it on. A launch with --control or the variable behaves as it always did (the start page stays hidden, the window doesn't ask for the foreground), because a scripted launch expects that; the default channel changes neither for a normal launch.

Finding the port

Each app that opens its channel writes the port to a discovery file beside the token files, control/current.port (same folders and permissions as below), and removes it at exit if no later app has replaced it: it names another port, or another app now holds that port's token file (two Flatpak windows, each with its own loopback, can listen on the same port number). It holds only the port, never the token. solidcraft-cli mcp with no arguments reads it, checks that something listens there and bridges to that app; with no app running, or with --headless, it runs a session of its own. --connect HOST:PORT and the other arguments still decide first. With several windows open, the most recently started one is the one found; use --connect for another.

Requests are one line {"id": …, "method": "…", "params": {…}}; replies are described below. Each request is one line {"id": …, "method": "…", "params": {…}}; each reply is one line {"id": …, "ok": true, "result": …} or {"id": …, "ok": false, "error": "…"}. Requests are handled on the UI thread between frames; pointer and keyboard input is injected as real egui events, one pointer event per frame. A connection that sent control.subscribe is also sent event lines {"event": "…", "params": {…}}, which have no id (Following the design).

Token

Every connection must authenticate. At start the app makes a random 256-bit token for this launch and writes it, as one line of hex, to a file only the user can read:

System Token file
Linux $XDG_DATA_HOME/solidcraft/control/PORT.token (~/.local/share/solidcraft/control/PORT.token)
macOS ~/Library/Application Support/SolidCraft/control/PORT.token
Windows %LOCALAPPDATA%\SolidCraft\control\PORT.token

On Unix the folder is 0700 and the file 0600; on Windows the file's inherited permissions are replaced by a single entry for the user. SOLIDCRAFT_CONTROL_DIR moves the folder. The file is removed when the app exits, unless another launch has written its own token there since, and the next launch writes a new token. The token file's path is printed to stderr at start-up. Beside it, <port>.pid holds the app's process id (and, on Linux, its start time).

An app that is force-quit can't remove its files, so a later client may send that launch's token. When the app refuses it, solidcraft-cli mcp names the token file it read and when it was written, and says the file is stale when the process in <port>.pid has exited. Delete the file or restart SolidCraft. On Windows, an app or client started from inside an MSIX-packaged app (and the tools it launches) has its AppData redirected: it writes and reads %LOCALAPPDATA%\Packages\<package>\LocalCache\Local\SolidCraft\control\ before the folder above.

The first request on a connection must carry the token as a top-level "token" member ({"id": 1, "method": "ui.inspect", "params": {}, "token": "…"}); later requests on the same connection may leave it out. A first line without the right token is answered with {"ok": false, "error": "unauthorized: …"} and the connection is closed, without running anything. Tokens are compared in constant time.

solidcraft-cli mcp --connect 127.0.0.1:PORT reads the token file for that port by itself (--token T or SOLIDCRAFT_CONTROL_TOKEN give one explicitly). For a test harness, or a sandboxed package whose data folder the client can't see, start the app with SOLIDCRAFT_CONTROL_TOKEN set to at least 32 hex characters (for example openssl rand -hex 32) and the app uses that token instead of making one; the file is still written. A one-line client in Python:

token = (Path.home() / ".local/share/solidcraft/control/7878.token").read_text().strip()
sock.sendall((json.dumps({"id": 1, "method": "ui.inspect", "params": {}, "token": token}) + "\n").encode())

Limits

The channel is untrusted input. A request line may be at most 16 MiB; a longer one is answered with {"ok": false, "error": "request too large"} and the connection is closed, as are connections that send eight lines that are not JSON. At most 16 connections are served at once (further ones get {"ok": false, "error": "too many connections"}), at most 64 queued requests run per frame so a flood cannot starve drawing, and a request that the UI thread has not answered within 60 seconds (3600 seconds for engine.batch) is replied to with {"ok": false, "running": true, "error": "timeout: … is still running …"}. The same 16 MiB line limit applies to the MCP server.

A timed-out request has not failed: it is still running in the app, and a change still applies when it finishes (a long fillet, say), so don't simply send it again. The timeout's text says what it still does: a request that only reads (ui.inspect, document.inspect, an inspection command) "only reads: nothing changes"; one that only writes a file (file.export, file.save, file.save_as, file.save_mesh, another export given a path, ui.render, or ui.screenshot with a path) "will still write the file when it finishes" and leaves the design as it is; any other request "will still apply when it finishes". The connection keeps its reply (#1618). Ask for it with control.pending: {"pending": <id>, "method": …, "done": false} while it runs, then {"pending": <id>, "method": …, "done": true, "reply": {…}} (its own reply, once), and {"pending": null} when nothing is outstanding. Until it lands, any other request on that connection is refused at once with {"ok": false, "busy": true, "error": "busy: …"} and not run, so nothing is queued to apply unseen behind it. control.pending belongs to the connection: a new connection has nothing pending. The bridged MCP server does this itself (mcp.md).

control.pending answers only for its own connection. control.running answers for the whole app, the same on every connection, at once (it never waits behind a running request, and a connection may ask it while it is busy): every request the app has been sent and has not answered yet, oldest first, from any connection, including a timed-out one whose connection has since closed:

{"id":1,"method":"control.running","token":"…"}
→ {"id":1,"ok":true,"result":{"running":[
    {"connection":3,"id":17,"method":"engine.execute","command":"file.export","running_s":312.4,"queued":false},
    {"connection":5,"id":2,"method":"engine.batch","steps":12,"running_s":4.1,"queued":true,"self":true}]}}

running_s counts seconds since the request arrived; queued is true while it still waits its turn behind another. command is the command id of engine.execute (a known one only) and steps the length of engine.batch or engine.script; parameters are never shown, so file paths and expressions stay with the connection that sent them. self marks the asking connection's own request. {"running": []} when the app is idle.

control.capabilities says what this app's control channel does beyond the methods every version has, so a client can find out before it relies on it: {"param_check": ["off", "warn", "strict"]}, the levels a request's own param_check takes (below). It is answered at once, like control.running, also on a busy connection. An app older than it answers unknown method `control.capabilities` ; a feature added later is listed here too.

Any request's params may carry allow_paths: ["/abs/folder", …]: every file that request reads, writes or deletes (command paths such as file.export's path or doc.recovery_*'s dir, ui.render, ui.screenshot) must then lie inside one of those folders after .. and symlinks are resolved, or the request fails with … outside the folders this agent may use …. The app adds its own recovery folder and, when it lies safely inside the home folder and not in a hidden folder, the open design's folder (whose hidden files stay out of reach). With allow_paths, design_folders: ["/abs/folder", …] (at most 16) names folders the agent opened or saved a design in; each counts on the open design folder's terms. The bridged MCP server sends its folders this way on every request (mcp.md). Without allow_paths file paths are not limited: a client holding the token can do what the user can.

engine.execute, engine.batch and engine.script may carry param_check: "off" | "warn" | "strict" in their params: the commands of that request are checked against their typed contracts at that level, whatever the app's own (which is off), as a headless session's --param-check checks them (#9184). warn runs a call that breaks its contract and adds param_warnings to its result; strict refuses it (a batch before its first step), and the design is left as it was. Every reply to such a request says the level it was checked at as param_check, beside ok. A command that switches to another design (component.edit_in_place, component.finish_edit, view.next_tab, view.previous_tab) has its parameters checked at that level before it runs, and then runs at the app's own level, as each design keeps its own. Any other word is refused; other methods ignore the field. An app older than this ignores the field and its reply has no param_check, so a client that needs the check asks control.capabilities first and treats a reply without param_check as unchecked. The bridged MCP server asks once per connection (mcp.md).

Engine

Method Params Result
engine.execute command: command id, params: JSON object the command's result
engine.script commands: [{command, params}, …] results, stops at the first error
engine.batch commands: [{command, params}, …] (at most 10 000), rollback?: bool (default true), timings?, profile?, coalesce_parameters?: bool (default false) {completed, results, undone}, plus failed: {index, command, error} when a step fails, and with timings timings: [{index, command, ms}] (the failing step included) and total_ms; profile adds each step's profile: {boolean_ms, tessellate_ms, other_ms}. Runs the steps in one request, so within one frame, each as engine.execute runs it. The first failure stops the batch, and with rollback the design goes back to how it was before it (undone: the steps taken back, rolled_back: whether the design is back as it was, false only when the checkpoint could not restore it). Refused before anything runs, with an error starting engine.batch unavailable, while the agent cursor is shown, when a step loads a file (doc.open, file.insert_step, file.insert_mesh) or when it goes to another design's tab (component.edit_in_place, component.finish_edit, which engine.script refuses too). Send such steps one by one. A step the batch would certainly refuse at its turn is found before the first step runs (#5853): a step without a command, an unknown command id (with the closest ids) or, with strict parameter checking, a call that breaks its command's contract. The reply is then that step's failure with completed: 0, undone: 0, not_run listing every step and a note; nothing has run. With coalesce_parameters, each run of consecutive plain parameter edits (parameters.change with only a name and an expression, or with changes) is set as one parameters.change {changes}, so the design rebuilds once for the run. Every step still gets its own result (with coalesced: the run's length), and the run is one undo step. The run skips the states between its edits: an edit that would be refused on its own, but not once the run's later edits are in, goes through. A run whose combined edit is refused (a new parameter, a bad expression) runs step by step, so the refused step is named. Answered when done, for up to 3600 s
engine.commands — every command: id, label, tab, panel, icon, shortcut, params doc, enabled
document.revision — {document_id, revision}: the active design's id and a number that moves whenever the design changes, for programs that follow it (Following the design)
control.subscribe — {document_id, revision}, as document.revision; the connection is then sent a design.changed line whenever they change (Following the design)
document.inspect measure?: bool parameters, timeline (errors, timings), bodies, sketches, selection (assembly joints: engine.execute joint.inspect {joint?}, which reads only: each joint's two origins with the occurrence, the snap as saved, the feature, face, edge or sketch curve its names refer to, and whether it resolves or why not; kind, offset, angle, flip, values, limits, expressions and motion links)

Commands never open dialogs when run this way. solidcraft-cli commands prints the same registry.

Following the design

A program that follows the open design (a renderer kept in step, a live link) asks document.revision, which only reads and does not wait behind design changes (a slow command computing, a file loading, the agent cursor acting one out), and exports only when the answer changes (#6646):

{"id":1,"method":"document.revision","token":"…"}
→ {"id":1,"ok":true,"result":{"document_id":"18f3a0c2d4e5b6a7-1","revision":3}}
  • document_id names the active design (its tab) while it stays open, through edits, saves and renames. Two open designs have different ids even with the same name, and each design started or opened gets a new one, also one opened or started in the same tab. Ids of one run never match those of another. Treat it as an opaque string.
  • revision moves whenever the design changes: an edit, a parameter, undo or redo, a design opened or started, what is hidden or shown (saved with the design), a component moved and not captured yet. It stays the same for reads, a selection, a camera move, a section or an analysis view. Revisions come from one counter for the whole run, so a revision never names two states, and it never goes back: changes undone before the next ask that end where the design was need no new one (its revision still names that design).

Switching tabs changes document_id; back on a tab its revision is the one it had, if nothing changed it meanwhile. Compare both values, and export when either differs from the last answer. The same answer comes from engine.execute document.revision (and so from scripts and MCP execute), which waits its turn behind design changes like any command.

engine.execute with view.status_items and {} reads the persistent viewport effects without evaluating the model or changing the design, undo history or view revision. It returns {items: [...]} in oldest activation order. Each item contains a stable slot id (surface_analysis, section, or the legacy independent continuity), kind, source command, structured setting, has_key and a clear: {command, params} request that can be executed unchanged. Settings retain numbers: lengths use millimetres, Draft's angle_deg uses degrees, directions are normalised, and Continuity's edge_count counts the seams currently kept for shading. Labels and units are formatted by clients. engine.describe {command: "view.status_items"} exposes both schemas.

By default, surface analyses, including Continuity, share one slot; successful replacement keeps that slot's position and ends the previous analysis. Section stacks independently. Clearing and re-enabling a slot makes it newest. Ordering metadata belongs only to the running session; effects and ordering are not saved in the design. Existing analysis clear semantics apply: any surface-shading command with {clear: true} clears the active surface shading, whereas Continuity clears its seam records. Section clear never clears an analysis.

The standard Graphics → Viewport → Use a single surface analysis preference is single_surface_analysis (default true). ui.prefs {"single_surface_analysis": false} restores the legacy behavior: surface shading and Continuity remain independently active and clearable, and view.status_items faithfully lists both, using a separate stable continuity ID. Together with Section there are at most three slots. Turning the preference back on keeps the last successfully started or changed analysis at the oldest analysis-group position beside Section. Queries never normalize state. Graphics Restore Defaults restores true; other page resets leave it alone. It applies immediately to all open designs without document edits or undo. Cancel restores the opening preference value, but does not restart an analysis already stopped by switching to single mode. Run that analysis again to restore coexistence after cancelling. Successful Continuity measurements with no seams create no item: legacy mode keeps existing surface shading; single mode ends the previous analysis as for other successful replacements.

Headless SDK clients use Session::set_single_surface_analysis(bool) and Session::single_surface_analysis(). Configuration survives scratch/new/open session lifecycle; effects and chronology still follow their existing transient lifecycle. The policy is an application preference/session setting, never saved design-format data. Policy changes update the view revision only when visible effects or their declarations change.

A client need not ask again and again: after control.subscribe on its connection, the app sends it a line whenever the active design changes (#6985):

{"id":1,"method":"control.subscribe","token":"…"}
→ {"id":1,"ok":true,"result":{"document_id":"18f3a0c2d4e5b6a7-1","revision":3}}
{"event":"design.changed","params":{"document_id":"18f3a0c2d4e5b6a7-1","revision":4}}
{"event":"design.changed","params":{"document_id":"18f3a0c2d4e5b6a7-2","revision":5}}
  • The reply is what document.revision answers then (and, like it, does not wait behind design changes); no event comes before it. From there on, each design.changed line carries what document.revision would answer, sent when its document_id or revision differs from the last one this connection was told: an edit, undo or redo, a design opened or started, a tab switched.
  • Lines are coalesced, not sent per frame: at most about ten a second, and changes made faster (a parameter dragged) are followed by one line with the latest. Once the design stops changing, the last line names it as it is.
  • An event has event and params and no id; every reply still has its request's id. Each event is a whole line of its own, between replies, never inside one. Ignore events you don't know.
  • Only connections that subscribed get events, until they close (or shut their sending side). A second control.subscribe on a subscribed connection is refused with already subscribed; ask document.revision for the design now. A control.subscribe that timed out or failed did not subscribe the connection: send it again.

Slow commands and the window (#1989)

With the preference Preferences > AI > Keep the window responsive while agents run commands on (ui.prefs {"agent_off_thread": true}; off by default), a design change in the desktop app that takes longer than about 150 ms (an engine.execute of a modelling command, an engine.batch of them) computes off the window thread, so the window keeps drawing and answering while it runs:

  • The command is evaluated ahead on a copy of the design, which also makes the display meshes of the bodies it ends with. Then it runs for real on the window thread, reusing every feature the evaluation computed (kept for it, whatever the bounded evaluation cache dropped meanwhile), so the window waits only for the bookkeeping. Its reply, undo step, autosave and crash journal are the same as before. With the agent cursor shown, the evaluation runs while the pointer glides to the button, and the pointer waits there until it is done.
  • Meanwhile ui.* requests, document.inspect and engine.commands are answered at once (inspection shows the design as it was), also while the agent cursor acts a command out. Later design changes, from any connection, wait their turn and run in the order they arrived.
  • A person's edit made meanwhile goes first. The agent's command is then computed again for the design as it is and lands after that edit, never in the middle of it. If the design was replaced (another tab made active, a new file opened), the request fails with … the design was replaced … nothing was applied.
  • A chip in the view names the command, with Stop. Stop answers {"ok": false, "stopped": true, "error": "stopped: …; nothing was applied"} and the requests waiting behind it go on. The computation finishes unseen in the background.
  • file.export and file.save_mesh change nothing in the design. They run on a copy of the design as it was when they were asked for, and nothing waits behind them.
  • Batches with timings or profile still run on the window thread, so the times they report measure the real work.

Timeouts and control.pending work as described above. A slow command is still answered when it is done, from a later frame. With the preference off, commands run on the window thread, and the window waits for each one.

Product images use render.preflight/start/status/cancel/export through engine.execute. Keep the returned session-scoped job ID for subsequent calls; status does not block or render. See render jobs for capture, cancellation and export semantics.

While an interactive native file picker is open, ui.inspect reports file_picker_busy: true. Engine commands, ui.file and ui.home requests wait for its answer; window resizing, inspection and screenshots remain available.

Every sketch.* command that changes a sketch adds created: {points, curves, constraints, dimensions} to its result (and wires for 3D curves): the ids of what it added, in creation order, next to whatever else the command returns (curves, sides, corners…). Sketch ids are stable and never reused, even after a delete (l1, l2, then l3 once l2 is gone; only undo rolls the numbering back with the design), so they can go straight into later commands:

{"id":7,"method":"engine.execute","params":{"command":"sketch.line","params":{"points":[[0,0],[40,0]]}}}
→ {"curves":["l1"],"created":{"points":["l1.start","l1.end"],"curves":["l1"],"constraints":["k1"],"dimensions":[]},…}
{"id":8,"method":"engine.execute","params":{"command":"sketch.dimension","params":{"entities":["l1"],"value":50}}}

A bare numeric value given to sketch.dimension (from the control channel, scripts or MCP) is read in the design's units, exactly as if it were typed into the dimension box: in an inch design "value": 2 makes the line 2 in (50.8 mm) long. Point coordinates stay in millimetres. To pin a unit regardless of the design, pass an expression with one: "value": "50 mm" or "value": "0.5 in". Angles are degrees unless the expression says otherwise.

Any expression parameter of any command can also define a user parameter as it sets the value: "distance": "depth = 15" adds depth (15, read as the bare value would be) and stores depth in the input, in the same undo step. The reply names it in defined and lists every definition in definitions: [{name, expression, unit}]; a taken or reserved name fails the command and changes nothing. parameters.change with "expression": "height = 12" renames the parameter it changes instead (see the parameters guide).

The viewport also shows an X/Y/Z-aligned dimension chain between the endpoints of the currently shown distance (centre, minimum or maximum), with each world-axis distance labelled separately as an absolute value (including zero). It uses the design's units and length precision, independently of the view or sketch plane. Preferences → Graphics → Show X/Y/Z distances controls these extra lines and labels (default on, saved between runs). Set ui.prefs {"measure_axis_distances": false} to hide them while keeping the total distance and the dialog's ΔX/ΔY/ΔZ values. These overlays remain visible until Measure closes. Overlay handles measure:label:x, measure:label:y and measure:label:z identify the extra labels; prefs:measure_axis_distances identifies the checkbox.

UI

Method Params Notes
ui.inspect — UI state, pending file picker (file_picker_busy; compatibility alias file_dialog_open, no path), what is hidden (visibility: bodies, origin and construction items, sketches, joints (hidden_joints, joint ids); set it with the browser.visibility command), viewport rect, camera, active tool/dialog, the status line (status: text and whether it is an error), hover, renderer, timings, what the GPU drew last frame (draw: draw_calls, triangles, line_segments, supersampled; null without a GPU) and the graphics adapter, live preview (active, busy, error, ms, bodies it stands in for)
ui.set any UiState field (tab, perspective, showGrid, dark, layout, …), and the browser's view of the design, saved with it: showOrigin (the Origin folder's eye), showSketches (the design's Sketches folder, c0/sketches in hiddenFolders), hiddenBodies, hiddenOrigin, hiddenSketches, shownSketches, hiddenJoints, hiddenFolders, hiddenProfiles, shownDims, lockedBodies (whole lists; browser.visibility changes single items) dark: false switches to the light theme; layout: "floating" (default) or "compact" ("docked" is also accepted) selects the transient shell layout without saving a preference. Scenarios use {"call":"ui.set","params":{"layout":"docked"}}
ui.view view: front, back, top, bottom, left, right, iso, home, fit; animate (bool, default false: snap)
ui.camera target?: [x, y, z] (mm), yaw?, pitch?, roll? (radians), distance? (mm), fov?, up?; fit?: true, false or [occurrence id or name…] (root: the bodies outside every component) the viewport's orbit camera: it looks at target from distance away; yaw 0 looks along +Y (from the front), pitch is the elevation (±π/2: straight down or up), roll turns the image. Fields given are set first (the others keep their values), then fit frames the listed occurrences (or everything), keeping the direction. The reply, passed back, sets the same view again, so a framing can be stored and replayed. fov is the angle the view is drawn with: 0 (parallel) with Perspective view off or while a sketch is open, else perspective_fov; in Render, the Render camera's own. fov and up follow the perspective setting (ui.set), its angle (ui.prefs {perspective_fov}) and the up axis preference (ui.prefs) and can't change here; a refused field changes nothing
ui.start command, params? like a toolbar click: starts the sketch tool or dialog for the command. params sets what the dialog opens on, and nothing runs until OK: joint.drive takes joint (id or name; without it, the joint picked in the browser, else the first joint that moves; a rigid joint opens to say why it has nothing to drive, with an Edit Joint button, handle drive:edit_joint) and values (numbers in degrees or millimetres, or expressions); motion.study takes study (id or name), which opens that study to edit and chart. A command that takes no params is refused before it starts; a param the dialog doesn't take is refused and the dialog closes
ui.click x, y (screen points), button?: left/right/middle, shift?, ctrl?, double? real pointer input
ui.move x, y, shift?, alt?, ctrl?, cmd? pointer movement without a button; modifiers apply until the next synthetic move/click; a move with omitted modifiers releases them. With nav: "touchpad", Shift pans and Alt/Option orbits.
ui.drag x0, y0, x1, y1, button?, shift?, ctrl?, steps?, hold?, hold_end? press, move, release; a left drag on the model is a box selection (left to right: window, right to left: crossing); with OpenSCAD navigation, plain left-drag on empty space orbits, Shift+left-drag box-selects, and drags starting on sketch geometry edit it; hold keeps the button down that many frames first (a right press-and-hold opens the marking menu, releasing over a direction picks it), hold_end that many frames at the end (a sketch drag shows its snap)
ui.menu x?, y?, target?, close? with a point: open a context menu there as a right-click would (the viewport's marking menu, or a browser menu with target: {"type": "body", "name"} | {"type": "sketch", "id"} | {"type": "component", "id"}); without: the open menu (radial and items: id, label, shortcut, enabled, icon, placeholder; blank icons on headings/separators have placeholder: false)
ui.icon_audit reset?, stop? reset: true enables collection on the UI thread and clears previous requests; returns {requested: [{name, master, placeholder}]} sorted by requested id. Each read drains names collected since the previous read/reset. Collection stays enabled until stop: true (which returns pending names before disabling it). Includes aliases, variable/table ids and cached paints.
ui.menuPick item: id or label runs an item of the open menu, as clicking it does
ui.selectOther x?, y?, pick?, add?, hover?, close? Select Other: with a point, list everything pickable there (as holding the left button does); pick: select row pick (add: as Shift-click; with a dialog open, into its active input); hover: light a row up; without: the open list (open, at, total: everything under the cursor, rows: label, icon, sel, at most 20 per kind, nearest first)
ui.rename text?, commit? (default true) finishes the rename box a Rename item opened
ui.selection the selection, the open dialog's inputs, the hovered item, and the active sketch's drawn dimensions (dimensions: id and text centre, dimension_selected, dimension_editing), and finished sketches' dimensions shown in the model view (shown_dimensions: sketch, id and text centre; a double-click there edits the value)
ui.worldToScreen points: [[x, y, z]…] world points their screen points
ui.triad screen points of the 3D sketch move triad's handles (x, y, z, plane)
ui.sketchToScreen points: [[x, y]…] in active-sketch coordinates their screen points (null when behind the camera)
ui.dialogInput index what clicking an input's Select chip does: picks go to that input
ui.at world: [x,y,z] | sketch: [x,y] | plane: "XY" | axis: "Z" | dimension: "d1" (its value text) | handle: "arrow" (a manipulator handle, see scenario::publish_handle) the screen point (a scenario step's target; see crates/ui-egui/src/scenario.rs)
ui.pick pixels?: [[x,y]…], rays?: [{origin, dir}…], frame?: "window"|"model", width?, height?, edges? (default true), edge_px? (default 6), all?, include_ghosted? read-only geometry under each pixel or ray (#6304): one entry per input, null where nothing is hit — body, face index, exact world point and outward normal, depth, occurrence/component for placed parts, edge/vertex within edge_px of a pixel, section_cap: true on a cut face. window pixels are physical pixels of a window screenshot; model pixels are pixels of a ui.render of width×height (default 960×600), so it works headless. As view.pick through engine.execute/engine.batch. See crates/ui-egui/src/view_pick.rs
ui.handles prefix? the handles drawn last frame, [{name, x, y}]: toolbar buttons and drop-down items toolbar:<command id> (the button alone: button:<command id>; a drop-down row: dropdown:<command id>, highlighted dropdown_hot:<command id>, its pin dropdown_pin:<command id>; Customize Toolbar's check boxes customize:<command id>), ribbon tabs tab:<name> (MODEL, SURFACE, ASSEMBLE, INSERT, INSPECT, MANAGE, VIEW, SHEET METAL, WELDMENTS; contextual SKETCH; workspace RENDER), the toolbar menu button ribbon:add_tab, the hint when every tab is hidden ribbon:tabs_hidden, Preferences tab check boxes prefs:toolbar_tab:<NAME>, panel labels panel:<tab>:<panel> (also ribbon:section:<TAB>:<SECTION>), document overflow list tab:overflow, workspace column ribbon:workspace, command-search launcher ribbon:search, browser rows row:<label> and fold arrows fold:<label>, manipulator handles; signed-axis tips axis_view:z, axis_view:-y; optional cube facets navigation_cube:top, navigation_cube:top_front_right, controls navigation_cube:control:home (and other actions), plus signed-axis aliases for visible cube faces; Preferences navigator picker prefs:navigator, options prefs:navigator:Signed axes and prefs:navigator:Cube; in the Motion Study dialog, where the chart puts its first and last step motion:chart_start and motion:chart_end, the Check collisions button motion:check and each collision found motion:collision:<n>
ui.editFeature feature (id or name) what double-clicking a timeline item does: rolls back to it and opens its dialog filled in (sketches open in sketch mode)
ui.scroll x, y, delta?, ctrl?, unit?: point | line wheel zoom at the cursor. ctrl: true replays a Ctrl+wheel pinch (Ctrl held and the wheel in points); unit selects the wheel unit and defaults to points with ctrl and lines without it. delta is in points either way. Invalid units or coordinates outside the finite screen-coordinate range are rejected before queuing input
ui.key key (egui key name, Enter, Escape…), cmd?, ctrl?, shift?, alt?, pressed? By default, press and release, then release modifiers. With pressed: true or false, send only that edge; modifiers remain as given. cmd retains the legacy primary-modifier alias unless ctrl is explicit: cmd:true, ctrl:false sends physical Command, and both true sends Control+Command. ui.move can change modifiers between edges.
ui.text text typed text
ui.screenshot path? PNG of the window (needs a presented frame: a minimised or fully covered window answers at once with hidden: true and an error; use ui.render)
ui.render path, width?, height?, grid?, axes? Render of the model with the current camera (no window needed), drawn on the app's GPU device with the viewport's pipelines (the reply's renderer: gpu, or gpu-software on a software adapter), in the window's theme (light or dark; solidcraft-cli snapshot keeps the light colours); cut by the section the viewport shows (inspect.section, an open Section Analysis dialog's preview, a sketch's Slice), with the cut face capped. The ground grid and the origin's axes are drawn as the window shows them (ui.set showGrid and showOrigin, hiddenOrigin); grid and axes (booleans) say otherwise for this render
ui.confirm accept?: bool answers the Delete confirmation (shown when a delete takes other features with it or makes some fail); without accept, what it lists
ui.messages clear?: true (empty the list), open?: bool (show or hide the Messages window) every status message of this run, oldest first (the last 200; a message repeated in a row is one entry with a count): messages [{text, error, at, count}] (at in ms since the Unix epoch), and whether the window is open (#2763)
ui.documents action?: new, switch, close, quit; index?; force? (close without asking); answer?: save, dont_save, cancel (answers "save changes?"); open_elsewhere?: read_only, anyway, cancel (answers "open elsewhere" for the first Open waiting); changed_on_disk?: save_copy, overwrite, cancel (answers "changed on disk" before a Save) the open designs (tabs): names, unsaved flags, the active one, a pending "save changes?" prompt, whether a quit is asking, whether the active design is read_only, the Opens waiting for "open elsewhere" (open_elsewhere) and a waiting "changed on disk" (changed_on_disk)
ui.file path; insert?: bool starts an interactive background Open or Insert; poll ui.inspect.file_busy for completion; the window stays responsive
ui.home open?: bool; sample?: index the start page: show or hide it, open a built-in sample (once built); returns open and the recent designs
ui.shortcut command, key?, slot?, replace? a command's keys (key: the first, shown in menus; keys: all), or rebinds it: key becomes its only key, or with slot replaces its key there (one past the last adds a key, "" there removes that key); "" without slot clears them; a key another command uses is refused unless replace
ui.help item?: about, shortcuts (read only), report (opens a report draft for review), crashes (the Crash Reports window) the version, commit, build date and diagnostic text
ui.prefs any of the ui.prefs settings below; also open, button and stand_up (listed there) sets preferences (kept between runs), returns them all plus dialog (the open page or null), apply_enabled (whether the dialog's Apply has a change to keep), dark, viewport_dark (whether the 3D view is dark), stand_up_offer (the offered bodies, or null), stand_up_note (whether that offer is the note), theme_followed and theme_follow_error
ui.capture action?: capture, revert, cancel answers the Capture Position question (asked when a command starts or the design is saved while components were moved without capturing); without action, what waits
ui.window action: minimize, maximize, restore, toggle, close what the title bar's caption buttons do (on Windows and Linux the application bar is the title bar); close asks about unsaved designs first
ui.agent_cursor show (bool), speed: a number from 1 to 5 (times the normal speed) or "instant" (no animation: the command runs at once and the pointer jumps to where it acted), follow_camera (bool); all optional the settings. While the cursor is shown, engine.execute first glides to the command's toolbar button and to each pick, then runs and replies; later requests wait their turn. The pointer shows the command's localized name, including commands inside a closed toolbar group; an animated batch names each command it visits. It also follows the pointer input sent with ui.move, ui.click, ui.drag and ui.scroll, as each event reaches the app, and a press leaves a ripple. "animate": false on a call skips it
engine.execute → view.layout mode: floating or compact Apply and save the workspace layout without opening a dialog, changing the design, resetting the camera or cancelling its active tool. General preferences expose the same choice; ui.prefs {"layout":"compact"} also saves it.
engine.execute → browser.expand_all path?: occurrence ids; component?: id; omit both for the whole tree Open every Browser row under that scope, including folders that start closed (Origin, Named Views, Features). Display only: not saved in the design, not an undo step.
engine.execute → browser.collapse_all same Close those rows. The design row stays open when the whole tree is collapsed.
engine.execute → view.history_layout width?, dock?: bottom, left, under_browser, collapsed? Resize/dock the history without opening a dialog or changing the design. Contents respond to measured width; browser-stacked history shares its width and splits the height at the remembered share (browser_share, half until the seam between the two cards is dragged). One folded header gives the expanded card the rest; two folded headers stay at the top.
ui.agent_chat features?, toolbar_button?, connect_at_start? and open_at_start? (connect the agent started last, and open the panel, when SolidCraft starts; both off by default, never with --control), permissions? (ask, edits, all), add_agent? ({name, kind: acp, api or anthropic (api is OpenAI-compatible, anthropic Anthropic-compatible), command or base_url + model + request_timeout_s? (seconds one model request may take, 300 by default, rounded and clamped to 30 to 3600)}; no keys), add_dialog? (installed, custom, api, anthropic, or false to close), default_agent?, agent? (the conversation's agent, by id), mode? (the agent's own mode), provider? (which provider's models the model picker lists, when they come from several), model? (one of its models), open?, side? (left, right), minimized?, popped? (in its own window), width?, picker?, refresh?, connect?, stop?, attach?: a file's path (a picture, a text file or a CAD file, for the next message; CAD files are imported at once), remove_file? (index of a file on the next message), send?: text (files alone make a message too), attach_view?, attach_selection?, pick? (true: open the context picker), permission?: an option id or "cancel" (the newest question of the agent's own), approve?: true, false or "always" (the oldest request held for Allow/Deny), cancel? (Stop: the queue stays), send_now? (stop the running step, then send the queued messages), remove_pending? (index), new_chat? (clear the chat, new session), undo? (the last message's changes) the chat's state: features, agents (found and added), currentAgent, state (off, starting, ready, busy, auth, exited, failed: the agent never got ready, and Connect reads Retry), connectAtStart, openAtStart, lastAgent (the agent started last), popped, window (its place and size), agent, modes, mode, models, model, modelWarning (the model capability warning text, or null when unknown or tool support is reported; checked asynchronously and never blocks sending), turnWarning (the latest completed turn's no-tool notice, otherwise null; cleared on the next turn or new chat), providers (name and count of each, empty with one provider), provider (the one listed), authMethods, toolsPort, pid, waiting, turn, pending (queued messages, with their files), attachments (the files on the next message, by name), loading (pictures still being read for it, by name), stopped, detection and the conversation (items). With features off only the settings apply. Desktop only; see Agent chat
ui.resize width, height
app.quit force? (quit without asking about unsaved designs) quitting (the window closes), asking (a "save changes?" prompt is open)

ui.prefs settings

render_previous_geometry_budget (Graphics, default false) restores the previous fixed Render preview geometry budget: 512 MiB on 64-bit desktop, 128 MiB elsewhere. With it off, desktop uses the device-based budget.

One setting per line, sorted by name. A change that adds a setting adds its own line in order, so two such changes only meet when their settings are neighbours.

  • angle_decimals
  • assembly_move_handles (default true): explicit Assembly Move uses the permitted joint-motion handles; false keeps the previous Move panel.
  • auto_operation (default true: feature windows choose Join, New Body or Cut from what their material touches until one is picked; false: each keeps the operation it opens with, Extrude its own Join or Cut)
  • browser_bodies_folders (several (default): a component with one body and no groups lists it straight under the component in the browser, without a Bodies folder; always; never: components list their bodies and groups straight under them, and the folder's menu items are on the component's menu; the design's own Bodies folder, and one hidden with its eye, always show; #4217)
  • check_updates (default true; updates)
  • color_vision (off (default), protan, deutan, tritan: colour vision modes, #778)
  • default_units
  • dialog_buttons (bottom (default), top: a feature dialog's OK, Cancel and Apply sit in its title row instead of under its inputs, #6708; the buttons keep their handles, and dialog:close is then Cancel's)
  • dialog_place (edge (default) or left_column: command dialogs open in the left column in place of the browser and the History, #6707)
  • extrude_auto_to_object (default false: in the Extrude dialog, with a profile picked, a face, vertex or parallel plane picked off its plane switches the extent to To Object; it applies to Extrude dialogs opened afterwards)
  • frame_rate_details (default false: with the frame rate, a frame-time graph of the frames drawn with the triangles over it, a frame-time histogram and what the GPU drew; clicking the readout switches it)
  • graphics_adapter (exact card name, or empty for Automatic; applies after restart; WGPU_ADAPTER_NAME takes precedence)
  • hidden_toolbar_tabs (default []: all existing tabs, including Sheet Metal and Weldments, stay visible; lists tabs to hide, each once, e.g. ["SURFACE", "SHEET METAL"]; hidden tabs stay hidden regardless of the design's features; ribbon layout)
  • history_sketches (in_order (default), under_feature: the History at the left lists a sketch under the first feature built from it, #6489; the timeline at the bottom keeps the creation order)
  • hole_moves (default false: a placed Single hole has a drag handle (hole:<n>), and a pick on a face that has a hole moves it there)
  • hole_snaps (default false: a Single hole snaps to its face's middle and round edges' centres)
  • joint_rotation_coarse (default 10°): coarse Assembly Move rotation step, in 0.001…180°.
  • joint_rotation_fine (default 0.1°): fine Assembly Move rotation step, in 0.001…180°.
  • language (en, ar, ja, de, fr, he, ko, ms, ru, uk, zh; see localization)
  • length_decimals
  • line_drag_draws_one (default false: in the Line tool, a press, a drag and the release draw one line from the press to the release and end there, snapping as clicks do; clicks still chain, and a drag under 24 points is a click; off, a drag places a point where it is let go, #7247)
  • logo_accent (bool, default false: the application bar's logo in shades of the theme's accent instead of the theme's logo colours)
  • look_at_anim
  • look_at_speed
  • max_design_file_mb (default 256): the largest design file opened, in MB, from the default up to 16384 (16 GB) (Preferences › General › Largest file to open, #4086; a --max-file-size launch flag overrides both for that run; the web app keeps the defaults and refuses other values; large files)
  • max_step_file_mb (default 512): the largest STEP or import file opened, in MB, from the default up to 16384 (16 GB) (Preferences › General › Largest file to open, #4086; a --max-file-size launch flag overrides both for that run; the web app keeps the defaults and refuses other values; large files)
  • middle_double_click (home (default), fit, off)
  • msaa
  • nav (fusion, solidworks, inventor, alias, blender, tinkercad, openscad, touchpad)
  • nav_bridge_enabled (default false) and nav_bridge_port (default 8765: a device's own app on this computer moves the view, the navigation bridge)
  • offer_stand_up
  • orbit_around (view_centre (default: what Pan moves and Fit frames), origin (the world origin stays still on screen), cursor (the model point under the pointer when the drag began); the older orbit_cursor boolean still sets cursor when true)
  • orbit_reverse (default false: Shift with two-finger scrolling orbits the other way)
  • origin_plane_names (xyz (default) or top_front_right: the browser, dialogs and lists call the origin planes Top, Front and Right; their ids, commands and saved designs keep XY, XZ and YZ)
  • pan_reverse_x (default false: horizontal scrolling pans the other way)
  • pan_reverse_y (default false: vertical scrolling pans the other way)
  • perspective_fov (Perspective view's vertical field of view in radians, 0.2618…1.5708 (15°…90°), default 0.6; when it changes, the camera's distance scales so the view keeps its size)
  • placement_handles (default false: handles on the preview of a Rest, Boss or Snap Fit that move it across the model and turn it)
  • ribbon_reveal (default false: hovering a result in Search commands switches the ribbon to the command's tab and marks its button, or opens the panel drop-down that holds it on its row, handle ribbon:reveal; leaving the results goes back to the tab before; a command started from the search blinks there, and a running command from a drop-down marks its panel label, ribbon:running_section:<TAB>:<SECTION>, #7287)
  • right_drag_orbits (default true; false: a right drag the mouse preset would orbit leaves the camera alone, #6492)
  • show_frame_rate (default false: frames per second in the view's bottom-right corner, counting the frames the view draws anyway; it reads 0 FPS once the view is idle)
  • sketch_auto_dimensions (default false: each shape drawn in a sketch gets all its dimensions at the sizes drawn, as sketch.draw.dimensioned with as_drawn; typed values win)
  • sketch_auto_locate (default false; with sketch_auto_dimensions, new shapes are also placed from the sketch origin until fully constrained, as sketch.draw.dimensioned with locate)
  • sketch_conflict_colour (default true: while the open sketch's constraints conflict, the curves and points a failing constraint holds are drawn in the theme's sketch_conflict colour too, not only its glyph or dimension; false: only the glyphs and dimensions are red, in error, as before, #7244)
  • sketch_construction_lines (default true: show the Construction Line tool family in Sketch CREATE; false restores the earlier menu)
  • sketch_exit_view (keep (default: the view stays where it is when a sketch ends), previous (back to the view from before the sketch), unless_rotated (back unless the sketch view was turned))
  • sketch_open_look_at (default true: creating or editing a sketch turns the view to face it; false leaves the view as it is, and Look At faces the sketch when asked)
  • sketch_recent_snap (default false: while drawing, the cursor snaps where the horizontal guide of one recent circle or arc centre or straight-edge midpoint meets the vertical guide of another; a free coordinate, with no constraint and no construction geometry. Off: those guides stay visual and the cursor does not move. The references come from sketch_tracking_guides, #8694)
  • sketch_state_icons (default true: a sketch's icon in History and the browser takes the colour of its solve state, sketch under constrained, sketch_fixed fully constrained, error while its constraints conflict, and its tooltip names the state; false: every sketch row's icon and tooltip as before, #7245)
  • sketch_tab_always (default false: the SKETCH tab stays in the ribbon right after MODEL while no sketch is open; a tool in its CREATE or REFERENCE section then opens Create Sketch, on the selected plane or planar face or else on the plane picked next, and starts in the new sketch, #7904)
  • smooth_wheel_zoom (default true)
  • space_mouse_model_pivot (default false: Classic orbit around the view's centre; true opts into Traced orbit around the model for the 3D mouse and navigation bridge)
  • stand_up_unknown (note (default: a file whose header names no program known to save Y up and whose bodies seem to lie on their back (their flat area across Y outweighs their flat area facing down Z) gets a small note over the view, "Did this part open the wrong way up?", with Stand it up, Don't ask again and Close as the handles stand_up:stand, stand_up:never and stand_up:dismiss; it goes by itself after 10 seconds and never blocks input), ask (the "Stand this part up?" dialog for every file from another program, SolidWorks too, without looking at how it rests, as before #7717), off (no offer); otherwise a SolidWorks file gets the dialog, or the note when its bodies clearly stand on Z already)
  • status_bar (default false: a thin bar along the window's bottom edge, below History, handle status:bar: what is being edited (status:editing), the open sketch's state in its colour (status:sketch) and the design's units (status:units, a click opens the Units menu, whose rows run document.units); the sketch's state then leaves the view's top-left corner, #7243)
  • step_values (default false: Up/Down and the wheel step a plain number in a focused value field)
  • theme (dark, light, system or a theme file's id: a built-in one such as gruvbox-dark, or an imported one; the reply's theme_ids lists them)
  • theme_export: true (the reply's theme_file is the theme on now as a complete file; see colour themes)
  • theme_follow (desktop only, default "": a solidcraft-theme/1 file's path to follow as the theme, reloaded within about a second whenever it changes and when the window gains the focus; the file is read at once, and a file that doesn't read keeps the last good theme; "" stops following, as does setting theme; in the browser it is an error; the launch flag --theme-file PATH follows a file for one run without saving it; the reply's theme_followed is the path followed now or null, and theme_follow_error why its last read was not applied, or null)
  • theme_import (a solidcraft-theme/1 file's JSON or text: adds the theme and turns it on; the reply's theme_imported is its id)
  • theme_remove (an imported theme's id)
  • timeline_origin_bodies (default false: the History on the left or under the browser starts with the active component's Bodies folder and the Origin, the browser's rows with their eyes, folds and menus; the bottom History is unchanged)
  • toast_place (corner (default: notices and offers stack in one column in the view's bottom-right corner, each 340 points wide, buttons right-aligned with the main action right-most, #7893), centre (at the bottom centre above the view toolbar, each as wide as its text, as before))
  • trackpad_pan (default true: two-finger scroll pans, except Touchpad always zooms; pinch zooms)
  • trackpad_zoom_modifier (off default, cmd, alt, or ctrl: hold this key alone for vertical scroll to zoom)
  • ui_font (an installed font family or a font file for the interface; empty for the built-in font)
  • ui_scale
  • up_axis (z, y)
  • view_confirm_corner (default false: while a dialog or a sketch is open, a check and a cross at the view's top right, handles view:confirm:ok and view:confirm:cancel, do what the dialog's OK and Cancel do, or Finish Sketch and Cancel Sketch; the axis view or cube moves down below them, #6709)
  • viewport_theme (theme (default: the theme's own), light, dark: the 3D view in the Light or Dark theme's colours whatever the window uses, #4146)
  • wheel_zoom_speed (0.25 to 4, default 1: how far each wheel step zooms; the 3D mouse keeps its own speed)
  • window_system (Linux: auto (default: XWayland whenever there is an X display, native Wayland on niri), wayland, x11; saved in graphics.json, applies at the next start; SOLIDCRAFT_WAYLAND overrides it)
  • zoom_reverse
  • zoom_stop_at_model (default false: the 3D mouse and navigation bridge stop zoom at the surface in the middle of the view; drag-zoom holds its press point; independent of zoom_to_cursor)
  • zoom_to_cursor

Other ui.prefs parameters:

  • open (a page: General, Interface, Design, Navigation, Keyboard Shortcuts, Sketch, Graphics, AI, Plugins; Shortcuts, Assistant and Sketch & selection are aliases, and the former Selection page opens Sketch) opens the Preferences dialog there
  • button: ok, cancel, apply, defaults
  • stand_up: true stands up a just-opened Y-up file, stand_up: false leaves it as it is ("Leave it": the offer, dialog or note, closes and offer_stand_up stays on)
  • the dialog's buttons are the handles stand_up:stand, stand_up:leave and stand_up:never

ui.workspace {workspace?: "design" | "render" | "drawing"} reads or changes the active workspace. Entering Render requires finishing the current modelling operation; returning restores the Design camera. See the integrated Render workspace. Drawing currently exposes the native UI scaffold with a blank canvas. Planned operations refuse engine execution; ui.start can inspect the agreed Base View, Projected View, Dimension and Note option layouts. ui.prefs accepts drawing_sheet_dock (top, bottom, under_browser), drawing_panel_side (left, right) and drawing_panel_width (240–560). These preferences do not edit the source design. See Drawing UI implementation.

Sketch alignment guides

ui.prefs {sketch_tracking_guides: true} enables temporary horizontal and vertical dotted alignment guides from hovered circle/arc centres and straight-edge midpoints (default true). The guide spans the reference and cursor projection, including positions inside a circle. The two most recent references are kept, and both guides can be drawn. A single guide does not move the cursor. Set the preference to false to hide the guides. Snap suppression (Alt, unless rebound) does the same for that gesture. Snapping the cursor to where those guides cross is separate, and off unless sketch_recent_snap is true.

Continuous camera motion

Continuous camera motion is also available through engine.execute with command view.navigate: pass camera (from ui.inspect) and motion: "pan" | "orbit" | "zoom". Pan and orbit take delta: [dx,dy] in screen points (each within ±10000); pan also requires viewport: [width,height] (each 1..1000000). Orbit accepts a world-space pivot with the viewport size. Zoom takes factor (0.05..20, below 1 zooms in) and an optional world-space anchor. The returned camera is applied immediately by the UI, without animation, document edits, undo steps or a success-log entry per movement.

MCP

solidcraft-cli mcp --connect 127.0.0.1:PORT bridges an MCP client (an AI agent) to this channel; see mcp.md.

Example

{"id":1,"method":"engine.execute","params":{"command":"sketch.create","params":{"plane":"XY"}}}
{"id":2,"method":"engine.execute","params":{"command":"sketch.rectangle.two_point","params":{"p0":[0,0],"p1":[40,30]}}}
{"id":3,"method":"engine.execute","params":{"command":"solid.extrude","params":{"distance":20}}}
{"id":4,"method":"engine.execute","params":{"command":"solid.fillet","params":{"edges":[[0,0,10]],"radius":3}}}
{"id":5,"method":"ui.screenshot","params":{"path":"/tmp/part.png"}}

Preferences → Navigation → View navigator offers Signed axes (the original default) and Cube. This choice is saved independently of the mouse preset. The control channel selects it with ui.prefs {"navigator_style":"axes"} or ui.prefs {"navigator_style":"cube"}. Existing settings without this field keep signed axes. Signed-axis tips choose principal views; clicking an aligned tip again reverses the view.

Hold Shift during an orbit gesture to snap to the nearest standard or diagonal view. This applies to right-drag, the Orbit navigation tool, and dragging either view navigator. Under the default preset, Shift+middle also orbits with snapping; middle alone pans. Cube faces choose principal views, and corners choose isometric views. The middle of each cube edge belongs to its face. Face names follow the up-axis preference; the small X/Y/Z triad shows world axes. Clicking the same face keeps that view. The inward-pointing arrows orbit by 90 degrees; the curved arrows at the upper right roll the view by 90 degrees. The Home button at the upper left returns to isometric and the lower-right circle fits the model.

The cube is subdued while idle. Hovering its area brightens the cube and navigation bar and reveals the surrounding controls; the picked face or corner gets a pale blue fill and blue outline. Moving away restores the subdued state. Navigation-bar controls also brighten when hovered or when a navigation tool is active.

The cube has six face targets and eight corner targets, with no edge targets. Corner picking regions lie on the six flat faces, preserving sharp corners with no permanent subdivision lines. Hovering a corner highlights its parts on the adjacent visible faces together.

The cube widget occupies a compact 112-point square in the viewport corner. A straight-on cube face is approximately 55 points wide; painting and picking scale together. Face labels are stretched vertically. View clicks ease through intermediate orientations when Navigation animated view changes is enabled (the default), at the configured animation speed.

The cube runs view.navigate through the command engine. Programmatic callers pass camera and either direction: [x,y,z] in the camera's up-axis frame or action (left, right, up, down, clockwise, counterclockwise, home, fit). The result contains camera and fit; UI callers apply the camera with their animation preference, without editing the design.

Shift-orbit snapping includes 45-degree edge views and isometric corner views, with a lightly damped spring transition and a small boundary margin to prevent flicker.

ui.palette {text?, open?} opens command search under the ribbon search field; open: false closes it. ui.start {command: "ui.palette"}, clicking ribbon:search, and S open the same popup. This is UI routing: engine.execute continues to run commands without opening dialogs. The query is limited to 4096 Unicode characters, with at most 80 visible results.

shortcut:search and palette:search identify the editor; ribbon:search_popup and palette:outer identify the popup. Command rows retain menu:<command id>; design rows use menu:search:design:<index>. Up/Down choose an enabled row, Enter runs it, Tab fills its id or name, and Esc closes. Typing command.id {"parameter": value} validates JSON live and runs through the same engine entry as engine.execute. Shift+Enter runs JSON and keeps the query open. Invalid JSON stays editable and reports the parser's error. Feature results open their existing edit tools; parameter results open Change Parameters filtered to that name.