World Space

The big idea

Imagine you nail a ruler to the corner of your room and never move it. Every measurement you take from that fixed corner is in world space. It does not matter where you walk or which way you look — the corner stays put, so the numbers mean the same thing all day.

World space is the app's fixed, built‑in frame of reference. It is set the moment your workspace opens, and stays anchored to your immersive space.

The three directions

World space uses the same X, Y, Z as everything else:

  • X is right, Y is up, Z is toward or away from where the space started.
  • The starting point (0, 0, 0) is called the origin.

A cube sitting higher in your immersive space has a larger Y. A cube farther to the right has a larger X. These numbers do not change when you turn your head or step sideways — only when the cube itself moves.

Why it is useful

Because world space never shifts, it is the steady answer to "where is this cube, really?" Use it when you want a reference everything agrees on — comparing two cubes' heights, say, or checking whether something is truly level.

Where you see it

  • The cube window has a World Space card in its live readout, listing the cube's world Location, its Rotation, and its Euler angles.
  • The TXT export lists every cube's world position in meters, centimeters, feet, and inches, plus its world rotation.
  • The Set Cube to World Rotation button turns a cube so it lines up squarely with the world's X, Y, Z directions (see Action - Align a Cube's Rotation).

World vs. Local

World space is fixed to your immersive space. Local space is a second frame that you get to place wherever you want, so you can measure relative to a corner or edge you care about. The two live side by side on every cube window. See Concept - Local Space for the other half of the story.