Worlds are created in the programmer and stored in the world pool.Worlds may be thought of as matrix with rows (fixtures) and columns (attributes), and being in a world may block programmer access to rows and/or columns in sheets.The created world will contain the rows of the current fixture selection and the columns of any active attribute. If no attributes were active, all columns/attributes are included in the created world. If no fixtures were selected, then all fixtures are a part of the world.ExamplesRequirement:Have a world pool and fixture sheet visible on a screen.Create a World with Fixture 1 to 5Clear the programmer.Select fixtures 1 thru 5 (or any 5 fixtures in your show).Press Store followed by an empty world in the World Pool.Tap the newly created world.Now there is only programming access to fixture 1 thru 5, which is reflected by the fixture sheet. All attributes are available.Create a World with Fixtures and AttributesWorlds do not contain any values, but active attribute values are needed to store the attribute information for filtering in the world.Example with five fixtures and only one attributes:Tap world 1 (Full) in the World Pool.Clear the programmer.Select fixtures 1 thru 5 (or any 5 fixtures in your show).Give the fixtures a dimmer value - the values do not matter.Press Store followed by tapping an empty world in the World Pool.Tap the new world.Look in a fixture sheet. It only displays the selected fixtures and the dimmer attribute.Store a World with All Fixtures but Only Some AttributesIf the world is stored without selected fixtures then all fixtures can be used.Example with only position attributes:Tap World 1 (Full) in the World Pool.Clear the programmer.Select fixtures 1 thru 5 (or any 5 fixtures in your show).Give the fixtures pan and tilt values - the values do not matter.Press Clear once to clear the fixture selection but keep the pan and tilt values active.Press Store followed by tapping an empty world in the World Pool.Tap the new world.Now the fixture sheet lists all the fixtures, but only the pan and tilt columns. As usual, it is really a good idea to name the worlds as soon as they are created.Edit a WorldThe content of the world can be edited using the following steps:Press Edit followed by the desired world. This takes it into edit mode.Change the programmer selection to match the desired fixtures and attributes.Press Update followed by the world.Confirm the update by tapping OK in the update pop-up.The world options can also be edited. This is done using the following steps:Use the swipey menu on the desired world.Select the Edit Option button in the swipey. This opens an Edit World pop-up.Make the desired changes.Close the pop-up.The edit world pop-up gives access to the following options:Name:This is the name of the world.Appearance:This can be used to select an appearance to the world.Scribble:This can be used to select or create a scribble for the world.Master:This can be used to limit the intensity output of the fixtures in the world.There are also two buttons. Edit Content sets the world in edit mode as described above. List Reference opens another pop-up that lists the different elements that use the world.