Multi-room & floors
Model whole buildings, switch rooms, move them, connect and disconnect shared walls, and check every connection at a glance.
A drawing can describe a whole building: many floors, each with many rooms, with shared walls that stay consistent between adjoining rooms.
Rooms
Use the room pill at the top of the editor to manage rooms:
- Switch the active room (the one your edits apply to).
- Add, rename and delete rooms; each row shows a quick summary (“N walls · M doors · …”).
- Invalid rooms show a warning chip with a Solve action, see Drawing health.
Each room has its own boundary, walls, openings, fittings, ceiling height, name and area.
Moving a room
In the Room tool, drag anywhere inside a room to move the whole room, or use the nudge pad / arrow keys to move the active room precisely. As you move one room near another, snapping engages. And if a drop lands a room on top of another, the app warns that the rooms overlap, with one tap to move it back where it came from. (Overlaps that arrive another way - rooms drawn over each other, or an opened file - are caught by Drawing health instead.)
Snapping rooms together
When you bring rooms close, two kinds of snap “click them into place” at the end of the drag:
- Corner snap, a corner of the moving room latches onto a nearby corner (within ~25 cm).
- Parallel-wall snap, two walls that are nearly parallel and facing each other (the rooms sit on opposite sides of the shared line) align. Two walls facing the same way won’t snap together, which prevents rooms overlapping.
Connecting shared walls
When a snap produces two collinear walls that overlap by at least ~20 cm and are almost perfectly parallel, the app offers to connect the rooms:
- The two rooms are connected, the shared wall becomes a single edit: change its materials, thickness or position and it updates in both rooms, with attached lights and radiators on both sides following. The rooms themselves stay separate.
- The wall you snapped to stays put; the wall you dragged is the one folded into the shared edge.
Connecting only fires for genuinely shared edges, corner-only snaps and walls more than ~1° out of parallel just translate the room without connecting, exactly like an L-junction. Close but not quite flush? When a drag lands within about 25 cm of lining up, the app offers Solve & Connect instead - one tap nudges the room the rest of the way and connects it.
Rooms don’t have to be dragged to connect, either: any wall edit that leaves a wall flush against another room raises the same Connect rooms? offer, and a new shared wall between rooms that are already connected joins up automatically, with a quick notice. Rooms only snap and connect with rooms on the same floor.
Connecting two scanned rooms can also reveal duplicates - the same door, window, light or radiator captured by both scans on what is now a shared wall. The app spots near-coincident pairs and offers to merge each one down to a single element (or keep them all, if they’re genuinely separate); one undo rewinds the connection and the cleanup together.
The Connections view
On a bigger plan it’s easy to lose track of what’s joined to what. The Room tool’s Connections button overlays the whole drawing’s connection picture:
- Green solid seams are connected shared walls.
- Amber dashed seams could connect - walls that line up but aren’t joined yet, plus wall pairs roughly 3–15 cm apart that might be one boundary drawn twice or a genuine cavity / double-skin wall. Those near-miss pairs are advisories: the app suggests, you decide.
- Red dashed seams are broken - the same boundary traced twice by two walls that were never connected, a room outline that doubles back over itself, or a connected shared wall whose two sides have drifted out of line.
A legend pill at the top mirrors the colours with live counts (“2 connected · 1 can connect · 1 broken”) and a Clean up button. The counts are tappable - they open Drawing health for the full list - and while Connections is showing, the bottom-centre Drawing health pill steps aside; the legend carries the live picture instead.
Tap a seam’s badge to repair just that seam. A doubled boundary is repaired directly - snapped into line, trimmed to the shared stretch and connected, all in one tap, even when the two walls sit a few centimetres apart; a doubled-back outline retracts to a clean single run; a drifted connection pulls back into line. For the amber near-miss pairs your tap is the consent - and if the gap is deliberate (a real cavity wall), choose Keep separate in Drawing health instead; that decision is recorded there and reversible any time.
Clean up repairs everything at once - doubled-back outlines, duplicate boundaries, drifted connections, stray fragments and safe connects - as a single undoable step. It never touches the amber advisories: anything that might be a deliberate cavity wall waits for your per-seam tap. The summary is honest: if something couldn’t be fixed it says so, and whatever stays flagged afterwards is exactly what needs your hand.
While Connections is showing, the drawing is look-don’t-touch: pan and zoom all you like, but rooms can’t be dragged, so nothing moves while you’re inspecting. When everything is joined the pill simply reads “All walls connected”. Press Escape, pick a drawing tool, or leave the Room tool to put the overlay away.
Disconnecting
- Drag away, if you drag a connected room so its shared walls drift apart (more than ~1 cm), the app asks whether to disconnect. Only the walls that actually drifted are disconnected - if a third room is still flush against the same wall, its connection survives - and each disconnected wall returns to its pre-connection shape.
- Transforms disconnect first, flipping, rotating or nudging a room would desync a shared wall, so the app disconnects the room’s shared walls first and shows a brief “Disconnected N shared walls” notice. A single undo restores everything.
- Deleting a room disconnects its shared walls before removing it, so its partners are never left dangling.
Floors
A building can hold multiple floors, each with its own set of rooms while sharing the building’s identity, so a multi-storey plan stays coherent. The Marketing engine’s multi-room template can render one page per floor.