Navigation & Viewport
2D and 3D views, orbit / pan / zoom, and how to read the pitch.
2D and 3D Views
The viewport shows the pitch from a 3D camera by default. The floating button cluster in the top-left of the viewport controls the camera:
| Button | What it does |
|---|---|
| 2D / 3D | Switch between a top-down tactical view and the angled 3D view. 2D is ideal for drawing zones and arranging formations. |
| Orbit | Drag on the pitch to rotate the camera around the centre. |
| Pan | Drag to slide the view sideways. |
| Zoom | Drag up/down (or scroll) to zoom in and out, or zoom to the selected item. |
| Names | Show or hide the player name labels over each player. |
Mouse & Touch Controls
- Left-click — select an item (player, ball, cone, target, zone).
- Click on empty pitch with an item selected — move that item to the clicked spot (in Place mode).
- Drag an item — pick it up and move it (players, ball, cones, targets, and whole zones).
- Scroll wheel — zoom (in Zoom mode) or scrub the timeline ruler.
- Right-click-drag — orbit the camera (in 2D it pans instead).
The Bottom Panel — Tree or Timeline
The bottom panel holds one of two views, and they share the same space:
- The scenario tree — the default view. Three columns: FROM (where the selected branch came from), CURRENT · SIBLINGS (the branch you are on plus its brothers) and POSSIBLE NEXT (the sub-branches it can continue into). Edit (or a double-click) opens that branch's timeline; ▶ Master Play walks the whole scenario from here.
- A branch's timeline — the same strip the rest of this guide describes, showing only the branch you have open. The ‹ BACK button in the top-left of the strip returns to the scenario tree.
Above the bottom panel sits the master timeline bar. It is not a clock: it shows the whole scenario as one equal segment per branch, labelled with branch names. Pull the handle (or drag it) to move through the scenario branch by branch — the tree follows and each branch is normalised to its own length.
Capturing an Image
The camera button at the bottom-right of the viewport saves the current view as a PNG image — perfect for sharing a drill on the training-ground screen or in a coaching document.
- Position the camera and set up the scene exactly as you want it (the image captures exactly what the viewport shows).
- Click the camera button — on mobile it opens the share sheet (save to Photos), on desktop it downloads
kickviz_<timestamp>.png. - The capture includes the pitch, players, ball, zones and arrows — the UI overlays are not included.
The Pitch
The pitch is a standard football field centred on the origin. The home team starts on the left, the away team on the right. Positions on the timeline are stored as 3D coordinates, but you never need to type them — you click and drag.
Reading the Scene
- A ring under an item means it is selected. The ring follows the item while it animates.
- Players are 3D characters with kit colours; the number floats above each player, with the name label above that (toggle it with Names).
- The ball is white and rolls as it moves.
- Cones are orange, targets are red goal-like gates, zones are translucent coloured polygons.
- Arrows (glowing tubes) show movement paths when the item's Graphic track is on.
Undo & Redo
The Undo (↶) and Redo (↷) buttons sit at the bottom-left of the viewport. Besides scene edits, keyframes and actions, undo also takes back structural changes — adding, removing, renaming or re-prioritising a branch. See Undo & Redo for the full list.
- Undo — Ctrl+Z / Cmd+Z.
- Redo — Ctrl+Shift+Z / Cmd+Shift+Z (or Ctrl+Y).
Guest Access
The visualizer opens and plays without an account — you can build, explore and play a scenario straight away as a guest. Saving, loading and choosing teams need you to log in (File → Login).
Read on: The Scenario Tree → Working in a Branch's Timeline → Animation & Playback.