How to Add Floors to a Digital Building Twin
Model a multi-floor building in a Digital Building Twin: add or delete floors, switch levels, and pick a view.
Few facilities are single-story. An office building has floors stacked on top of each other; a warehouse has a mezzanine; a site has a basement plant room under the ground floor. A Digital Building Twin models all of them in one widget — each floor is its own layer of the same model, with its own walls, objects, and sensor bindings.
This page covers adding floors, moving between them, and the two ways to view a multi-floor model.
What does the floor selector show?
A floating stack of floor buttons sits to one side of the editor. It is the control center for everything to do with floors:
Each floor is a button, labeled L0, L1, L2, and so on. The highest floor is at the top of the stack, the lowest at the bottom — the same order they sit in the real building.
The active floor is highlighted. Everything you draw, place, or bind goes onto the active floor.
Click any floor button to make that floor active and bring it into focus.

How do I add a floor?
Click the + button at the top of the stack to add a floor above the highest one.
Click the + button at the bottom of the stack to add a floor below the lowest one.
A new floor gets a slab (a floor plate) traced from the walls of the closest floor that has any, or from that floor's existing slabs, so it starts with a footprint instead of empty space. If no floor has walls or slabs yet, it gets a default 10 m × 7 m plate. From there you draw its walls, place its objects, and bind its sensors independently.
A common pattern for a multi-story building: add all the floors first, then work through them one at a time — make a floor active, build it out, move to the next.
How do I copy a floor?
Next to each + button sits a Copy floor above or Copy floor below button (a copy icon). It clones the active floor onto a new floor stacked above the highest floor or below the lowest one, together with its walls, doors, windows and placed objects. If the source floor has no slab, a slab is traced from its walls so the copy still has a floor.
Sensor bindings and pins are not copied. A device stays on the floor where you placed it, so bind the copy's sensors yourself.
How do I delete a floor?
Select the floor in the stack, then click the delete icon on its button. A model must keep at least one floor, so the delete control only appears when there is more than one.
How do I view a multi-floor model?
Below the floor buttons, the selector carries two view toggles.
3D / 2D
Switches the camera between the 3D view (orbit the model freely) and the 2D view (a locked top-down plan). This is the same toggle described in the Editor tour. Draw and lay out in 2D; review in 3D.

Stack / Solo
This toggle controls how floors are shown, and only appears when the model has more than one floor:
Stack — every floor is drawn in its real position, stacked vertically. You see the whole building at once. Best for a final review and for framing the dashboard view.
Solo — only the active floor is shown; the others are hidden. Best while you are working — a single floor with no clutter from the levels above and below.
A typical rhythm: work in Solo so each floor is uncluttered while you build it, then switch to Stack to see the whole building before you save.
What does the dashboard show for a multi-floor building?
The dashboard tile renders the model from the camera angle, view mode and level you leave the editor with, including the pan offset, and shows it as saved without re-centering on the building. For a multi-floor building, framing the model in Stack with a slight 3D tilt gives the dashboard a clear, whole-building view. If a particular floor is what matters most — the production floor, the floor with the critical cold store — frame that one and save.
What are the best tips for working with floors?
Name your floors something meaningful in the Scene panel — "Ground Floor," "Mezzanine," "Plant Room" — instead of leaving them as L0, L1, L2.
Build floor by floor. Switching to Solo keeps the floor you're working on free of visual noise.
Sensor bindings are per-object, so a sensor on the third floor and a sensor on the ground floor stay correctly placed no matter which floor is active.
See also
Editor tour — The 3D/2D toggle and camera controls
Drawing your building — Build out each floor
Binding sensors and colors — Wire sensors on every floor
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