Is there any way to use the Gizmo from the Godot 3D scene in my own game scene or do I have to code it myself, using scale, rotate and transform propery?

Bezier Thank you very much for your answer.it is too bad that the godot engine gizmo cannot be used in our own scene.I examined the project in the link you shared, you did it well.

Tomcat Actually I read the documentation and when I use the editor EditorNode3DGizmoPlugin in my scene, the gizmo does not appear after the game is opened, this plugin is used to customise the editor, as far as I understand. If there is a contrary situation, that is, if I can use it in my own game scene, can you inform me, maybe I did something wrong.

    unicornlox If there is a contrary situation, that is, if I can use it in my own game scene, can you inform me, maybe I did something wrong.

    I looked through this part of the documentation diagonally, noting that there is such a thing, in principle, and put it aside for further study. But I thought it could be used in the project. Perhaps I was wrong, then I apologise.

      I have wonder'ed why one can't use the editor's 3d gizmos in a game. Lots of games have 'placement of objects' as part of their game mechanic. I know we can always write our own gizmos (and there were even tutorials for this in Godot 3), but why write one when the Godot editor already has one. It seems like an odd choice.

        Haystack There is a building in the game and the player does not like the location of this building, let's say he wants to change its location and let's say he wants the building to stand in the position he wants from now on, he needs to use a gizmo for this. for this reason, it is regrettable for godot that the editor components cannot be used in the game and require re-coding. i don't know what the situation is in other game engines, i started with godot, but i will look at the stride game engine sometime.