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Rubik's Cube Simulator

Play with the online cube simulator on your computer or on your mobile phone.

Drag the pieces to make a face rotation or outside the cube to rotate the puzzle.

Apply a random scramble or go to full screen with the buttons.

Online Solver
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Error messages will be shown when a cube is not scrambled properly.
Solution:
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Rubik's Cube Solver

Calculate the solution for a scrambled cube puzzle in only 20 steps.

Set up the scramble pattern, press the Solve button and follow the instructions.

Use the color picker, apply an algorithm or use a random scramble.

Stopwatch
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Cube Timer

Measure your solution times on your journey of becoming a speedcuber!

Use your Space button or click the clock to start and stop the cube timer.

With scramble generator and instant statistics calculator.

Tutorial

Knowing how to solve the Rubik's Cube is an impressive skill, and with a bit of patience, it’s easier to learn than you might think. You'll soon discover that solving it doesn’t require genius—just determination and practice!

In this tutorial we are going to use the easiest layer-by-layer method.

💡
It's advised to watch the attached video tutorial while using this cheat sheet explaining each step.
1

White Edges

Let's start with the white face. Try to form a white plus sign on the top of the cube, making sure that the colors of the side stickers also match the colors of the lateral centers. This step shouldn't be too hard. First, try to do it without reading the examples below, taking the time to familiarize yourself with the puzzle.

white edges correct way

We can easily insert the edge to the top if you move it to the highlighted bottom-front spot first. Depending on where the white sticker is facing do the rotations.

insert first edge
Case A:
White sticker facing down:
F F
Case B:
White sticker facing  you:
D R F' R'

Case C:
When the white edge is stuck between two solved edges you can send it to the bottom layer doing this:

L D L'

face rotation lettersI used capital letters to mark the clockwise face rotations: F (front), R (right), L (left), U (up), D (down).

Turns in the opposite direction are marked with an apostrophe. (')

Examples
2

Finish The White Face

solve cube white cornersWhen the white edges are solved we can move on to solve the white corners.

First, place the white corner corresponding to the position marked by the upper arrow into one of the highlighted spots. Next, repeat the algorithm below until the white piece comes to its desired destination.

R' D' R D

This trick sends the piece back and forth between the top and bottom locations, solved white facetwisting the corner in each step. Using this trick you can solve each white corner in less than 6 iterations.

At the end your cube should have a solid white face with the lateral stickers matching the lateral centers.

Examples
3

Center Layer

Turn your cube upside down because we don't need to work with the white face anymore.

We have a trick to insert an edge piece from the top-front position to the middle layer. Do the "Left" or "Right" algorithm depending on which side you have to insert the piece:

how to do center layer

Left:  U' L' U L U F U' F'
Right:  U R U' R' U' F' U F

solved center layerWhen a center layer piece is in its correct position, but oriented incorrectly then use the same algorithm to take it out, inserting another piece to replace it temporarily.

You'll have two solved layers when you finish this stage.
We're almost there.

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4

Yellow Cross

Inspect the top of your cube. You will see either a dot, an L-shape, a line or a yellow cross. Our goal is to form a yellow cross and we have a trick to go from one state to the other:

how to solve the rubiks cube

F R U R' U' F'

Use this algorithm to shift from one shape to the next one.

More...
5

Swap Edges

We have a yellow cross on the top but the edges are not in their final position yet. They need to match the side colors.

swap rubiks cube edges

R U R' U R U U R' U

Use these steps to swap the front and left yellow edges in the top layer.

6

Cycle Corners

Only the yellow corners are left unsolved at this point. Now we are going to put them in their final position and we'll rotate them in the last step.

Use the algorithm below to cycle the pieces in the direction marked with the arrows while the top-right-front piece is standing still.

cycle rubik algorithm
U R U' L' U R' U' L
7

Orient Corners

Everything is positioned, we just have to orient the yellow corners. We use the same algorithm that we used for solving the white corners in the second step:

R' D' R D

This step can be confusing for most people so read the explanation very carefully and do exactly what it says!

rotate pieces rubiks cube solution1. Hold the cube in your hand having an unsolved yellow corner in the highlighted top-right-front position.
2. Repeat the algorithm until this piece is solved.
3. Turn the top layer to bring another unsolved piece in the highlighted position.
4. Repeat R' D' R D until that one is also solved.
5. Do 3 and 4 for any other unsolved yellow corner.

Important!
⚠️ During the process it might seem that you have messed up the whole cube but don't worry because it will come together if you do it correctly, following the instructions.
⚠️ Always complete the whole R' D' R D algorithm, even if you see the yellow sticker pointing up. You still have to make a final D turn.

Examples
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Video Tutorial

Watch these steps being explained in this video:

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P3d-analyzer-1.56-beta

Its primary functionality is to convert and save binary P3D models into MLOD (Model Library Object Data) format, which can be opened in Oxygen 2.

Modders typically use P3D Analyzer 1.56 Beta when they need to "reverse-engineer" or update older assets:

As a beta release, users are encouraged to submit bug reports via the issue tracker, including:

A fintech firm needed to prove message ordering in a Kafka-to-Postgres pipeline. The IPC forensic mode of generated a non-repudiable log of all 2.3 million transactions, identifying a 4-millisecond reorder caused by a misconfigured linger.ms setting.

The 1.56 Beta version builds on the robust foundation of earlier releases, which introduced game-changing features like saving to MLOD format while keeping your selections intact. Here is what makes this tool essential for your workflow: ODOL to MLOD Conversion : Extract models into the unbinarized MLOD format , making them editable in Object Builder Texture Management P3d-analyzer-1.56-beta

The P3d-analyzer software, particularly the 1.56-beta version, had a significant impact on various fields, including:

It permits localized or comprehensive string replacement of texture pathways without modifying core spatial point arrays. 4. Automated model.cfg Extraction

[ODOL / MLOD File] ---> [P3D-analyzer-1.56-beta] ---> Visual Diagnostics (Solid/Wireframe) ---> Asset Export (MLOD conversion) ---> Scripting Audit (model.cfg extraction) 3. Proxy and Texture Path Auditing

: The uncompressed, raw format utilized natively by modeling tools like Object Builder (O2) or external suites like Blender. Its primary functionality is to convert and save

For anyone serious about modding older Bohemia Interactive engine titles, P3D Analyzer 1.56 beta

One user on the Arma3.ru forums described this process: after debinarizing a building model from DayZ SA using P3D_Analyzer_1.56_Beta , the model could be opened in Object Builder for further work, though he noted some initial texture issues.

It's important to distinguish this tool from similarly named software. P3d-analyzer-1.56-beta is related to the "3D Analyzer" CAD viewer for professional engineering, nor is it the "p3d" data-reduction tool for astronomical spectroscopy, or the scenery analysis tools for Lockheed Martin's Prepar3D flight simulator.

Unlike the official SDK tools which can be heavy to launch, P3D Analyzer acts as a "quick browser" for your library. It is particularly useful for: Automated model

If a model fails to open in P3D Analyzer because its version number is too high, modders sometimes use a hex editor

Flags nodes with high triangle counts, excessive material changes, or unbalanced LOD transitions. Outputs frame time impact estimates for each subtree.

The software features deep structural analysis capable of isolating mechanical properties embedded in the code block. It programmatically pulls out base configuration values, automatically compiling them into valid structural formats like . This streamlines animation configurations for moving parts like wheels, rotors, and weapons doors. Key Upgrades in the 1.56-Beta Build

: The analyzer functions explicitly for data conversion, inspection, and error repair. Highly protected, officially locked premium DLC items will not open or process.

The 1.56 Beta build introduced critical updates over older configurations (such as the 1.53 beta) by natively expanding support for , adding deep recursive search mechanics, and stabilizing batch processing options. 1. Interactive 3D Inspection and Viewports