Creator: controls and overlays
A complete reference for keyboard, mouse, playback, vehicle selection and visual information, including the conditions under which inputs are accepted or blocked.
In this article
Playback and seeking shortcuts
Seeking uses the displayed playback time. Playback is paused after a seek.
| Key / button | Action | Special behaviour |
|---|---|---|
| Space · Play/Pause | Start or pause playback. | At the end, playing again restarts from the beginning. |
| Home · Restart playback | Jump to the beginning and immediately play. | Behaves differently from a normal seek. |
| Left / right arrow | Seek back / forward by 1 second. | Pauses at the new time. |
| Shift + left / right arrow | Seek back / forward by 5 seconds. | Useful for approaching a stop. |
| −10 / +10 in the control panel | Seek back / forward by 10 seconds. | These are seek buttons, not speed controls. |
| Page Up / Page Down | Jump to the previous / next event. | Includes about 3 seconds of lead-in, limited by the available time range. |
| + / −, including the numeric keypad | Select the next higher / lower speed step. | Steps: 0.25×, 0.5×, 1×, 2× and 4×. |
| Speed button | Cycle through the speed steps. | After 4×, the button returns to 0.25×. The plus key stays at the upper limit. |
| Click / drag the timeline | Choose a particular playback time. | The whole scene seeks together; individual vehicles do not have independent clocks. |
Camera and vehicle selection shortcuts
The Creator mouse assignments may differ from the game view you are used to. The on-screen hints reflect swapped mouse buttons.
| Input | Function |
|---|---|
| 1 / 2 / 4 / 5 / 6 | Bird’s-eye / Front / Third person / Free / Cockpit. Key 3 is not an available perspective. |
| Comma / period | Previous / next available vehicle; no automatic wraparound at the end of the list. |
| WASD | Move horizontally; manual intervention releases the vehicle attachment and selection. |
| Q / E | Lower / raise the camera. |
| Drag with the middle mouse button | Look around by default. |
| Drag with the right mouse button | Pan horizontally by default. |
| Mouse wheel / R / F | Move closer / farther away; the effect depends on the perspective. |
| Ctrl + mouse wheel | Adjust the free camera’s base speed. |
| Shift / Ctrl while moving | Move slowly and smoothly / move faster. |
| T | Enable or disable rigid rotational attachment to the selected vehicle. |
| Reset camera | Restore a vehicle overview or a free city overview; release the attachment. |
Vehicle rows, stops and View
The timeline combines time controls with subject selection and overlay controls.
Each vehicle has a row with its number and colour. This association helps you distinguish vehicles, routes and stops. With many vehicles, scroll within the vehicle tracks to reach additional rows. A row outside the visible area does not mean the vehicle is missing.
Stops mark pickups and deliveries. When you select a stop, the detail row shows information about that event. View refers to the vehicle belonging to the selected stop and appears when it is not already the observed vehicle. If it is unavailable at the current time, the action remains restricted.
The timeline is a playback tool. Dragging the playhead edits neither the route nor the order, and does not move a delivery deadline in the original game.
Vehicle labels, road routes and building colours
Three separate display groups let you switch between an explanatory view and an uncluttered city shot.
| Display | Individual control | Control the whole group |
|---|---|---|
| Vehicle labels | Switch in the corresponding vehicle row. | All vehicle labels in the timeline; L toggles the group. |
| Road routes | Route switch in the corresponding vehicle row. | All road routes; O toggles the group. |
| Building colours | Building colour switch in the corresponding vehicle row. | All building colours in the timeline; no dedicated general keyboard shortcut is documented. |
Individual switches are useful when you only want the route of your subject vehicle to remain visible. Group switches establish a shared state. Toggling a mixed group does not invert every individual setting independently: it makes everything visible or invisible together.
Building colours associate buildings with tours and take replay progress into account. They are not a building colour editor. When hiding a route, check building colours separately: the two displays are controlled independently.
H and G: hide the interface selectively
Hide UI and Hide controls only have different effects. Neither is a complete filter for all visual information in the world.
| Action | Hidden | What remains / how to return |
|---|---|---|
| H · Hide UI | The Creator interface, including vehicle labels. | Road routes and building colours in the world remain according to their own settings. H restores the interface. |
| G · Hide controls only | The control interface, timeline and control hints. | Vehicle labels, road routes and building colours remain. G restores the controls. |
| Esc while the interface is hidden | First restores hidden UI or controls. | Open the pause menu afterwards. Depending on the state, more than one press of Esc may be needed. |
For a clean city shot, turn off road routes and building colours first, then hide the interface with H. For an explanatory clip, you can leave the observed vehicle’s route and number visible and use G to hide only the controls. Playback shortcuts remain usable while the interface is hidden, provided no menu or tutorial step blocks them.
H and G do not automatically hide the mouse pointer. Whether it appears in your video also depends on your capture application’s settings. Check a short clip before starting a longer recording.
Pause, window focus and input restrictions
Paused playback and an open pause menu are different states.
Space pauses playback while allowing you to continue preparing the camera. The pause menu also interrupts normal controls. Close it before using shortcuts or the timeline again. An open menu is therefore a common reason why a key appears unresponsive.
When the game loses window focus, Creator playback pauses and active camera input stops. If you switch to your capture application, check the Play state when you return and restart playback if necessary. A hidden UI may be restored when focus is lost.
If a key does not respond during the tutorial, read the current task first. Some steps require actual movement, active playback or a visible change of state. Repeatedly pressing other keys does not fulfil these conditions.
Game version: October 29, 2026. Content and balance may change during development.