MoveW A S D / arrows
Lookhold + drag the view
Walkclick the floor
Shiftfaster, wheel zoom
Vfullscreen H hide this
N / Pnext / previous view
Zzone list I info
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Walk (default, eye height 1.5 m; ?eye=1.6 changes it, ?eye=0 = free fly): W A S D or the arrow keys move horizontally (looking up or down does not change height), Shift faster, wheel = speed, wheel up = a small zoom-in that eases back as soon as you move the mouse or press a key (?zoom=0 off, ?zoommax=0.72 strength), Shift + wheel or the + / - keys = speed, hold the left button and drag = look (the scene follows the mouse: drag right and the view turns left, drag down and it looks up; constant 0.08 deg per pixel, a short glide to rest like the Enviz tour; ?lookaccel=1 = speed-dependent gain, ?look=classic = the old controls)drag = look (classic controls; ?look=enviz = Enviz-style look). L toggles walk mode / free fly (free fly: Q / E down / up). Jumping to a view keeps its exact pose; the first move key afterwards eases you to eye height.
Click the floor to walk there: a white ring shows where you can go (not through furniture, walls or glass); the camera glides there around obstacles at walking pace (tap on touch screens). Any key (W A S D, N, P ...), dragging the view or another click stops or replaces the walk; looking around is up to you. ?click=0 turns this off.
Clearance: the camera stays at least ?clear= metres (default 0.5; ?clear=0 or key K = off) from walls, bed, furniture, TV and glass so single splats never show; in walk mode the body (0.2 m, ?body=) also keeps the bed and furniture out. Jumping to a view keeps its exact pose.
Panels: Z or the Zones button shows the zone list + minimap (?zones=1 opens it at start, remembered), I = full readout instead of the one-line one.
Zones: zones within ~6 m of the camera (9 m in the direction you walk) are preloaded in the background, nearest first, within the splat budget (?budget=N); zones load as compact SOG files (PLY fallback), progress shows in the zone list; the farthest unload when the budget is full.
Views: dropdown or N / P = next / previous held-out camera (all zones), 1-6 = that zone's views, 0 = start view.
Compare: C overlays the Corona frame (slider = wipe), F flips. R returns to the view. H hides this.
Fullscreen: button or V (Esc leaves). In fullscreen the panels fade out after 3 s without input and return on mouse move or H; click the view to capture the mouse for look-around (Esc releases), dragging still works; the cursor stays free: drag to look, click the floor to walk; I keeps a small fps / clearance readout.
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