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Walls are the backbone of every Pascal building. You draw them segment by segment, and they host the doors and windows that cut through them. Close a loop of walls and Pascal creates the room’s floor and ceiling for you.

Draw a wall

Open the Build tab and pick Wall (or press B to jump straight into build mode with the wall tool armed). Then:
  1. Click once to set the wall’s start point.
  2. Click again to place the end — the wall is created.
  3. The next segment starts from the endpoint you just placed, so you can keep clicking to chain walls around a room.
Drawing chained wall segments in Pascal
The helper panel on the right shows a continuation chip — press C (or click it) to switch between the two drawing styles:
  • Room (auto-close) — the default. Segments keep chaining, and the draft finishes automatically when you loop back to your starting corner or seal a room against existing walls.
  • Single wall — one segment per gesture; drawing stops after the second click.
Double-click to end a chain early, and press Esc to cancel the segment you’re drawing. Wall drawing works the same way in the 3D view and the 2D floor plan — use whichever you prefer.

Lengths and angles

While you draw, a measurement label floats at the segment’s midpoint showing its live length — in meters, or feet and inches if your scene uses imperial units. Where the draft meets a connected wall, angle arcs and degree labels appear so you can see the corner you’re about to commit.
Length label and angle arc while drawing a wall
There’s no typed length input during drawing — for an exact figure, place the wall and set its Length in the properties panel afterwards.

Snapping and alignment

Snapping is an always-visible mode, not a hidden modifier. While the wall tool is active, the helper panel shows a snapping chip — tap Shift (or click the chip) to cycle through the modes:
  • Grid — the default. Points snap to the grid lattice. Tap Ctrl to cycle the grid step through 0.5 m, 0.25 m, 0.1 m, and 0.05 m.
  • Lines — magnetic snapping to existing walls: endpoints, midpoints, intersections, and wall edges, plus alignment guides to nearby geometry. A beacon marks the point you’re locked onto.
  • Angles — locks the segment’s direction to 15° increments.
  • Off — nothing snaps; the raw cursor position is used.
Wall endpoint snapping to an existing corner with alignment guides
Ending a segment on the body of an existing wall splits that wall at the junction — any doors or windows on it stay in place on the correct piece.

Edit a wall

Select a wall in the 3D view or the floor plan to edit it. Both views offer the same edits:
  • Drag an endpoint to reshape the segment. Walls that share the corner follow along, keeping the joint intact — hold Alt while dragging to detach and move only the wall you grabbed.
  • Drag the side arrows to slide the whole wall perpendicular to its direction, and the top arrow to change its height directly in the scene.
  • Use the properties panel for exact values. The Dimensions section has Length (0.1–20 m), Height (0.1–6 m), Thickness (0.05–1 m), and Curve sliders. New walls default to 2.5 m high and 0.1 m thick.
Dragging a wall endpoint with connected walls following
The Curve control bends the wall into an arc. It’s only available while the wall hosts no doors, windows, or wall-mounted items — openings need a flat wall. Doors and windows are attached to their wall, so they move with it when you drag or reshape it.

Delete a wall

  • Select the wall and press Delete or Backspace.
  • Or switch to delete mode with X and click walls to remove them.
  • Or use the Delete button in the wall’s action menu.
Deleting a wall also removes the doors and windows placed in it. If the wall was part of a closed room, the auto-generated floor and ceiling update to match.

Watch it in action

The floor plan and 3D views stay in sync while you draw — this tutorial adds a whole room both ways.