make your own primitive editor and add it to over time. 3D selection does involve ray-casting. If that worries you, you may not be comfortable enough with 3D math to be able to complete a usable editor. 3D selection does involve ray-casting. If that worries you, you may not be comfortable enough with 3D math to be able to complete a usable editor. No. That doesn't worry me it's just I already use raycasting(provided by bullet physics) to check if my player can grab something among other things. I was just wondering if 3d selection worked the same way with a mouse as opposed to a rotating view. I was thinking just cast a ray from the mouse into the screen and select whatever the ray hits. Have you considered custom properties ? They work like a charm for me. Here's how my (hopefully) final workflow goes. Level geometry is generated normally. Adding static meshes. The meshes are authored externally and imported. The basic mesh is annotated with a special customprop instructing the filter to alias those meshes. Adding other resources such as gameplay elements. They are similarly annotated. When done, export to collada. A python script in blender walks over the scene graph (it's basically a vector in blender) and pours out a nodename, properties set for each annotated node. It dumps everything to json. Filter loads the exported collada, short-circuiting parsing of anything having an allocation. Done. This way you still get the benefit of having an editor