Edit grouped furniture without breaking its pieces

An illustrative breakroom table and machines scene with existing Kiguri furniture and characters
An illustrative scene composed from existing assets. The product controls are shown separately below.

A furniture assembly can contain several pieces that need to stay aligned. A counter, shelf, or multi-part object may look like one item while the editor exposes its internal pieces. Choose the level of editing before you move anything.

Start with the whole selected item

In an editable workspace, select the object and inspect Selected item. Its label, position, and piece count identify the assembly. For a simple relocation, move the whole item rather than trying to shift each visible tile independently.

For example, moving a counter as a unit keeps its top and front aligned. Moving only one piece may create a gap even when the rest of the counter remains unchanged.

Select an Active piece for a specific correction

For supported multi-piece objects, Active piece lets you select a component. Check its kind and identifying information, then use the available piece controls. A fine adjustment should solve a particular problem, such as a misaligned edge, rather than changing the assembly’s structure by accident.

Piece roles can affect behavior. Do not change a role solely because its name seems visually appropriate; check the function you need and the resulting interaction.

Ungroup only when independent editing is needed

Ungroup separates supported objects for individual editing. Read the editor’s result, including cases where the object cannot be ungrouped. This is a deliberate structural change, not a required step for every placement.

Keep a checkpoint before reorganizing a complex assembly. Inspect every resulting piece instead of assuming an automatic regroup control will reconstruct the original later.

Review appearance and behavior

Look for gaps, overlaps, and unintended changes to seats or other functional parts. Leave editing mode to test interactions where relevant. A visually complete assembly can still need behavioral verification. Save the accepted result only after checking the whole object and the pieces you actually changed.

Duplicate, Ungroup, Copy and Save as asset actions for a built-in building
The actual editor actions for a built-in Market Building. Ungroup is disabled for this object type; this capture does not show an ungroup operation.