> For the complete documentation index, see [llms.txt](https://docs.allout.game/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.allout.game/using-the-editor/building-worlds.md).

# Building Worlds

Now that you have the basics of using the editor down, here are some tips on building immersive, high-quality worlds in All Out:

### Layering and Depth Offset

Sprite\_Renderers and Spine\_Animators have two unique properties that determine which is on top as they move up and down in the scene.

**Layer** is the broad and simple way of deciding what goes on top. Elements with a low layer will be behind everything. Some recommended values might be:

* Map background textures: -100 layer
* Players, NPCs, Cars: 0 layer
* Overlays, clouds, particles: 100 layer

**Depth Offset** is more precise and lets you determine when something will go behind something else if it's **on the same layer**.

* Adjust the depth offset easily using the depth offset tool in the top left of the scene view.

<figure><img src="https://3803321901-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FzA8RGUKJ88fD0oXVALlz%2Fuploads%2Fgit-blob-d52a427f09cf69b672825e2b16ee9dd1ed1a378a%2Fimage.png?alt=media" alt="Depth-offset line across a world object"><figcaption><p>The player will appear behind the object when it is above the red line, and in front of the object when it's below.</p></figcaption></figure>

### Schleem for Scale

To easily check the sizing and layering of elements in your game, you can preview a player's character by holding `Alt+Space` and moving your mouse around the scene window.

Hold **Ctrl** as well to snap the preview to the nearest point on the selected navmesh.

<figure><img src="https://3803321901-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FzA8RGUKJ88fD0oXVALlz%2Fuploads%2Fgit-blob-d3fb810cffeafad8129616fd79acc26721fb5e5d%2Fimage.png?alt=media" alt="Player scale preview in the scene view"><figcaption></figcaption></figure>
