Local Space
The big idea
World space is a ruler nailed to the room's corner and never moved. Local space is a ruler you get to pick up and set down wherever you like. Once you place it, every "Local" number is measured from your chosen spot and your chosen direction — not the room's corner.
That helps when the room's corner is not what you care about — maybe a tabletop, a wall, or one special cube. Park local space there and the numbers come from the thing that matters to you.
How you set it
Every cube shares one local space, and you set it from a single cube:
- Set Local Space — makes the cube's current center and rotation the new origin and direction of local space. That cube now reads Local Location (0, 0, 0), and every other cube's Local numbers are measured from it.
- Reset Local Space — throws your custom frame away and lines local space back up with world space (the fixed frame of your immersive space).
See Action - Define Local Space for the step‑by‑step.
A quick example
Put a cube in the corner of a table and press Set Local Space on it. Now put a second cube somewhere else on the table. The second cube's Local Location tells you how far it is from the table corner, along the table's own directions — even if the table is turned at an angle to your immersive space.
In world space, those numbers would have come from the room corner and run along the room's directions, which may not line up with the table at all.
Why "along the table's own directions" matters
Set Local Space on a tilted cube and local space tilts with it, so the measurements follow the tilt of whatever you parked on. That is the whole point: you can measure "along this ramp" or "across this canvas" instead of "along the room."
Where you see it
- The cube window has a Local Space card next to the World Space card, with an EDIT control for typing a cube's local position and rotation in (see Action - Edit a Cube by Numbers).
- The TXT export lists each cube's Local position and rotation.
- Set Cube to Local Rotation turns a cube to match your local frame's direction (see Action - Align a Cube's Rotation).
Related reading: Concept - World Space, Concept - 3D Coordinates and Vector3s.