Drag select keep object in selection state
Steps to reproduce: Select multiple objects using drag select With the selection filter, select only openings Click outside the selection to deselect Actual behaviour: Objects keep their selected appearance (highlight) even though they should be deselected. They can't be unselected until you select them again (and then deselect properly). Expected behaviour: Objects should actually become unselected when clicking outside the selection β both visually and in the underlying selection state.

Alexis Leonarduzzi 2 days ago
Bug Report
Drag select keep object in selection state
Steps to reproduce: Select multiple objects using drag select With the selection filter, select only openings Click outside the selection to deselect Actual behaviour: Objects keep their selected appearance (highlight) even though they should be deselected. They can't be unselected until you select them again (and then deselect properly). Expected behaviour: Objects should actually become unselected when clicking outside the selection β both visually and in the underlying selection state.

Alexis Leonarduzzi 2 days ago
Bug Report
Visibility state in the hierarchy is reset when you quit it
Description: The visibility state of objects in the hierarchy is reset when you start an other action in the viewport. Any objects that were hidden stay hidden but the visibility icon is revert to it default state. Steps to reproduce: hide a floor in the hierarchy Create or Modify an object in the viewport Check the icon in the hierarchy Actual behavior: The visibility icon of the hierarchy is reset to its default state. Expected behavior: The visibility icon should keep it state if we donβt click it.

Tom 14 days ago
Bug Report
Visibility state in the hierarchy is reset when you quit it
Description: The visibility state of objects in the hierarchy is reset when you start an other action in the viewport. Any objects that were hidden stay hidden but the visibility icon is revert to it default state. Steps to reproduce: hide a floor in the hierarchy Create or Modify an object in the viewport Check the icon in the hierarchy Actual behavior: The visibility icon of the hierarchy is reset to its default state. Expected behavior: The visibility icon should keep it state if we donβt click it.

Tom 14 days ago
Bug Report
Moving an object linked to a stair can prevent all stairs from being moved
Description: After moving an object that is linked to a stair, Cygon can enter an invalid state where no stairs can be moved anymore. The issue persists until another action is performed, which resets the editor state and restores normal behavior. Steps to reproduce: Create a stair linked to another object Move the linked object Try to move any stair Actual behavior: No stairs can be moved after the linked object has been moved. The editor remains in this state until another action is performed. Expected behavior: Moving an object linked to a stair should not affect stair manipulation. All stairs should remain movable immediately after the operation.

Tom about 20 hours ago
Bug Report
Moving an object linked to a stair can prevent all stairs from being moved
Description: After moving an object that is linked to a stair, Cygon can enter an invalid state where no stairs can be moved anymore. The issue persists until another action is performed, which resets the editor state and restores normal behavior. Steps to reproduce: Create a stair linked to another object Move the linked object Try to move any stair Actual behavior: No stairs can be moved after the linked object has been moved. The editor remains in this state until another action is performed. Expected behavior: Moving an object linked to a stair should not affect stair manipulation. All stairs should remain movable immediately after the operation.

Tom about 20 hours ago
Bug Report
Selecting an object on a different floor can lock the camera focus
Description: Selecting an object and then selecting another object located on a different floor can cause the camera to enter an invalid state. After this happens, every time an object is selected, the camera focus is reset to the maximum distance. This makes camera navigation difficult or impossible, as panning and zooming are constantly interrupted. Steps to reproduce: Select an object on one floor Select an object located on a different floor Continue selecting different objects Try to move the camera with middle click or scroll Actual behavior: The camera focus resets to the maximum distance every time an object is selected, preventing normal camera movement and zoom. Expected behavior: Selecting objects on different floors should not affect the camera state. The camera focus should remain stable and camera controls should continue to work normally.

Tom about 22 hours ago
Bug Report
Selecting an object on a different floor can lock the camera focus
Description: Selecting an object and then selecting another object located on a different floor can cause the camera to enter an invalid state. After this happens, every time an object is selected, the camera focus is reset to the maximum distance. This makes camera navigation difficult or impossible, as panning and zooming are constantly interrupted. Steps to reproduce: Select an object on one floor Select an object located on a different floor Continue selecting different objects Try to move the camera with middle click or scroll Actual behavior: The camera focus resets to the maximum distance every time an object is selected, preventing normal camera movement and zoom. Expected behavior: Selecting objects on different floors should not affect the camera state. The camera focus should remain stable and camera controls should continue to work normally.

Tom about 22 hours ago
Bug Report
Clicking in the Inspector can trigger object movement behind the panel
Description: When the selected object is located behind the Inspector panel, clicking on a value in the Inspector to edit it can also trigger the object's move action. As a result, the object begins moving even though the user intended only to interact with the Inspector. Steps to reproduce: Select an object positioned behind the Inspector panel Click on a field in the Inspector to edit one of its values Observe the object's behavior Actual behavior: Clicking inside the Inspector also triggers the object's move action. Expected behavior: The Inspector should fully capture mouse input. Interacting with Inspector fields should never trigger actions on scene objects located behind the panel.

Tom 1 day ago
Bug Report
Clicking in the Inspector can trigger object movement behind the panel
Description: When the selected object is located behind the Inspector panel, clicking on a value in the Inspector to edit it can also trigger the object's move action. As a result, the object begins moving even though the user intended only to interact with the Inspector. Steps to reproduce: Select an object positioned behind the Inspector panel Click on a field in the Inspector to edit one of its values Observe the object's behavior Actual behavior: Clicking inside the Inspector also triggers the object's move action. Expected behavior: The Inspector should fully capture mouse input. Interacting with Inspector fields should never trigger actions on scene objects located behind the panel.

Tom 1 day ago
Bug Report
Automatically link objects when creating them under another object
Description: When creating an object directly beneath another object, it would be useful for the two objects to be automatically linked. This would reduce the number of manual steps required when building structures and make object creation more intuitive, especially for workflows where parent-child relationships or adjacent objects are commonly linked. Suggested improvement: Automatically create a link between a newly created object and the object directly above it, when applicable Only create the link if the objects are compatible and physically connected Expected behavior: When a new object is created under an existing object, an appropriate link should be created automatically, eliminating the need for users to manually establish the connection afterward.

Tom 2 days ago
Improvement
Automatically link objects when creating them under another object
Description: When creating an object directly beneath another object, it would be useful for the two objects to be automatically linked. This would reduce the number of manual steps required when building structures and make object creation more intuitive, especially for workflows where parent-child relationships or adjacent objects are commonly linked. Suggested improvement: Automatically create a link between a newly created object and the object directly above it, when applicable Only create the link if the objects are compatible and physically connected Expected behavior: When a new object is created under an existing object, an appropriate link should be created automatically, eliminating the need for users to manually establish the connection afterward.

Tom 2 days ago
Improvement
Duplicated objects receive an invalid white material after changing floors during duplication
Description: When duplicating objects, changing the active floor using the U or J shortcuts before confirming the duplication causes the duplicated objects to receive an unexpected white material. Steps to reproduce: Select one or more objects Start duplicating them Before confirming the duplication, press U or J to change the active floor Confirm the duplication Actual behavior: The duplicated objects are assigned an unexpected white material. Expected behavior: Changing the active floor during the duplication process should not affect the materials of the duplicated objects. They should retain the same materials as the original objects. Using the U or J shortcuts before confirming the duplication should change the objectsβs floor attribution.

Tom 2 days ago
Bug Report
Duplicated objects receive an invalid white material after changing floors during duplication
Description: When duplicating objects, changing the active floor using the U or J shortcuts before confirming the duplication causes the duplicated objects to receive an unexpected white material. Steps to reproduce: Select one or more objects Start duplicating them Before confirming the duplication, press U or J to change the active floor Confirm the duplication Actual behavior: The duplicated objects are assigned an unexpected white material. Expected behavior: Changing the active floor during the duplication process should not affect the materials of the duplicated objects. They should retain the same materials as the original objects. Using the U or J shortcuts before confirming the duplication should change the objectsβs floor attribution.

Tom 2 days ago
Bug Report
Openings with the same height as their wall cannot be duplicated and become invisible
Description: When an opening is created with the exact same height as its parent wall, it enters a bugged state. It cannot be duplicated, and after reselecting the Opening tool, the opening preview becomes invisible. The tool remains unusable until its parameters are reset to their default values. Steps to reproduce: Create a wall Create an opening with a height equal to the wall height Attempt to duplicate the opening Reselect the Opening tool Try to place another opening Actual behavior: The opening cannot be duplicated The opening preview is invisible after reselecting the tool New openings cannot be placed until the tool parameters are reset to their default values Expected behavior: Openings should remain valid when their height matches the wall height, be duplicable, and the Opening tool should continue to function normally without requiring a parameter reset.

Tom 2 days ago
Bug Report
Openings with the same height as their wall cannot be duplicated and become invisible
Description: When an opening is created with the exact same height as its parent wall, it enters a bugged state. It cannot be duplicated, and after reselecting the Opening tool, the opening preview becomes invisible. The tool remains unusable until its parameters are reset to their default values. Steps to reproduce: Create a wall Create an opening with a height equal to the wall height Attempt to duplicate the opening Reselect the Opening tool Try to place another opening Actual behavior: The opening cannot be duplicated The opening preview is invisible after reselecting the tool New openings cannot be placed until the tool parameters are reset to their default values Expected behavior: Openings should remain valid when their height matches the wall height, be duplicable, and the Opening tool should continue to function normally without requiring a parameter reset.

Tom 2 days ago
Bug Report
Duplicating a group of entities with an opening and UNDO causes a state where we can't do anything
Duplicate a group of objects with an opening Place it but keep it selected then UNDO now you are locked in a broken state

Dorian RECHT 6 days ago
Bug Report
Duplicating a group of entities with an opening and UNDO causes a state where we can't do anything
Duplicate a group of objects with an opening Place it but keep it selected then UNDO now you are locked in a broken state

Dorian RECHT 6 days ago
Bug Report
Planned
Staircase creation triggers highlight lines on wall edges only bottom edge is snappable
When creating a staircase in the scene, many lines appear highlighted on the edges of surrounding walls. These lines look like snap candidates, but only the bottom one is actually snappable. The others remain visually highlighted but do not respond to snapping, making staircase placement imprecise and confusing.

Gabriel Fontaine about 1 month ago
Bug Report
Planned
Staircase creation triggers highlight lines on wall edges only bottom edge is snappable
When creating a staircase in the scene, many lines appear highlighted on the edges of surrounding walls. These lines look like snap candidates, but only the bottom one is actually snappable. The others remain visually highlighted but do not respond to snapping, making staircase placement imprecise and confusing.

Gabriel Fontaine about 1 month ago
Bug Report
Cursor remains in gizmo hover state after deleting an object
Description: If the cursor is hovering over an object's gizmo when the object is deleted, the cursor remains in the gizmo hover state even though the gizmo no longer exists. Steps to reproduce: Select an object with visible gizmos Hover the mouse over one of the gizmos Delete the object while the cursor is still hovering over the gizmo Actual behavior: The cursor remains in the gizmo hover state after the object has been deleted. Expected behavior: The cursor should immediately return to its default state when the object and its gizmos are deleted.

Tom 16 days ago
Bug Report
Cursor remains in gizmo hover state after deleting an object
Description: If the cursor is hovering over an object's gizmo when the object is deleted, the cursor remains in the gizmo hover state even though the gizmo no longer exists. Steps to reproduce: Select an object with visible gizmos Hover the mouse over one of the gizmos Delete the object while the cursor is still hovering over the gizmo Actual behavior: The cursor remains in the gizmo hover state after the object has been deleted. Expected behavior: The cursor should immediately return to its default state when the object and its gizmos are deleted.

Tom 16 days ago
Bug Report
Infinite loading when too many elements are selected
Description When a user selects a large number of elements simultaneously, the system enters an infinite loading state instead of processing the selection or displaying an error message. Steps to Reproduce Navigate to the element selection screen. Select a high volume of elements Moove them Observe the loading spinner. Expected Behavior The system should either: Process the batch successfully within a reasonable timeframe. Implement pagination/batching to handle large datasets. Display a user-friendly error message or a limit warning (e.g., "Maximum 100 elements allowed").

Yann Sellier 16 days ago
Bug Report
Infinite loading when too many elements are selected
Description When a user selects a large number of elements simultaneously, the system enters an infinite loading state instead of processing the selection or displaying an error message. Steps to Reproduce Navigate to the element selection screen. Select a high volume of elements Moove them Observe the loading spinner. Expected Behavior The system should either: Process the batch successfully within a reasonable timeframe. Implement pagination/batching to handle large datasets. Display a user-friendly error message or a limit warning (e.g., "Maximum 100 elements allowed").

Yann Sellier 16 days ago
Bug Report
Completed
Duplication of staircase(s) makes the clone(s) not placeable
Create a stair, duplicate it, and you should see that you canβt actually place it, the only way to do that would be to chain duplicate and cancel the next clone. The expected behaviour should be like the other tools, the duplicated clones should be placeable.

Dorian RECHT 16 days ago
Bug Report
Completed
Duplication of staircase(s) makes the clone(s) not placeable
Create a stair, duplicate it, and you should see that you canβt actually place it, the only way to do that would be to chain duplicate and cancel the next clone. The expected behaviour should be like the other tools, the duplicated clones should be placeable.

Dorian RECHT 16 days ago
Bug Report
Documentation navigation links are reversed
The "Next" and "Previous" buttons in the documentation are functionally inverted. While their physical placement is correct, their links lead to the wrong pages: The "Next" button navigates to the previous page. The "Previous" button navigates to the next page. Steps to reproduce: Open any page in the documentation that has "Next" and "Previous" buttons. Click on the "Next" button. Observe that it redirects to the preceding page instead of the following one. Expected behavior: The buttons should navigate to the correct subsequent or preceding pages respectively. Actual behavior: The navigation logic is swapped, causing the buttons to behave in reverse.

Yann Sellier 19 days ago
Bug Report
Documentation navigation links are reversed
The "Next" and "Previous" buttons in the documentation are functionally inverted. While their physical placement is correct, their links lead to the wrong pages: The "Next" button navigates to the previous page. The "Previous" button navigates to the next page. Steps to reproduce: Open any page in the documentation that has "Next" and "Previous" buttons. Click on the "Next" button. Observe that it redirects to the preceding page instead of the following one. Expected behavior: The buttons should navigate to the correct subsequent or preceding pages respectively. Actual behavior: The navigation logic is swapped, causing the buttons to behave in reverse.

Yann Sellier 19 days ago
Bug Report
Insider
Can we make launcher login not expire longer?
Basically - everyday when I open Cygon launcher - it prompts me to login again. Can we prolongate mandatory logout a bit?

Gleb about 1 month ago
Improvement
Insider
Can we make launcher login not expire longer?
Basically - everyday when I open Cygon launcher - it prompts me to login again. Can we prolongate mandatory logout a bit?

Gleb about 1 month ago
Improvement
Add a simple skybox to Cygon
While looking around and prototyping it may be a bit disorienting because the skybox is just a simple colour and looking around yields no change visually (no feedback), adding a simple sky box would make it easier to reorient.

Fafa 20 days ago
New Feature
Add a simple skybox to Cygon
While looking around and prototyping it may be a bit disorienting because the skybox is just a simple colour and looking around yields no change visually (no feedback), adding a simple sky box would make it easier to reorient.

Fafa 20 days ago
New Feature
Camera navigation loss at extreme zoom levels (X β 10Β³βΈ)
Steps to reproduce: Open the project in Cygon. Zoom out continuously along the X-axis. Continue zooming until reaching the 10Β³βΈ coordinate value. Observe that the scene rendering turns black and navigation controls become inoperable. Expected behavior: The zoom should either be clamped to prevent exceeding the engine's manageable coordinate range, or the navigation system should allow for a smooth return to the scene center regardless of the distance traveled.

Yann Sellier 21 days ago
Bug Report
Camera navigation loss at extreme zoom levels (X β 10Β³βΈ)
Steps to reproduce: Open the project in Cygon. Zoom out continuously along the X-axis. Continue zooming until reaching the 10Β³βΈ coordinate value. Observe that the scene rendering turns black and navigation controls become inoperable. Expected behavior: The zoom should either be clamped to prevent exceeding the engine's manageable coordinate range, or the navigation system should allow for a smooth return to the scene center regardless of the distance traveled.

Yann Sellier 21 days ago
Bug Report