Utilisez le solveur avec un état réel de cube 3x3 lorsque vous voulez une aide guidée étape par étape avant de revenir à l'entraînement.
Capturez les six faces avec la caméra ou saisissez les couleurs manuellement, vérifiez l'état du cube, puis suivez les mouvements dans le visualiseur 3D.
Le solveur est conçu pour les états valides d'un Rubik's Cube 3x3 standard. Il ne résout pas les 2x2, 4x4, cubes miroir, modifications de forme ni dispositions impossibles.
Si le scan n'est pas pratique, choisissez la saisie manuelle et remplissez chaque face sticker par sticker. Les centres fixes et le comptage des couleurs aident à repérer les erreurs.
Si la caméra est indisponible ou si un scan semble incorrect, améliorez l'éclairage, gardez les 9 stickers dans le guide, rescanez la face ou passez à la saisie manuelle.
Une fois la solution prête, suivez la piste de mouvements pas à pas et faites pivoter la vue du cube pour vérifier chaque tour avant de continuer.
Solver guide
Use these checks when scanning, correcting colors, and following a generated solution so the tool remains useful even when a camera read or real-cube turn goes wrong.
Start with the center color requested by the scanner facing the camera, then keep the listed top color on top while you capture that face. The center sticker is the anchor because it cannot move on a normal 3x3 cube.
After each capture, compare all nine stickers against the real cube before confirming. A scan is easier to fix immediately than after all six faces have been saved.
If one sticker is wrong, switch to manual entry and correct only that sticker. Use the center color and the surrounding pieces on the real cube as your reference, then confirm the face again.
If several stickers on the same face are wrong, rescan that face in better light. If stickers across many faces are wrong, restart the scan so every face was captured with the same orientation and lighting.
A valid 3x3 has exactly nine stickers of each color and piece combinations that can exist on a physical cube. The solver rejects states with missing stickers, wrong color counts, impossible corners, impossible edges, flipped edges, twisted corners, or swapped pieces.
Invalid does not always mean the cube is broken. Most invalid states come from one scanned color being assigned to the wrong sticker, especially near a shadow or reflection.
Center stickers define the color scheme: white opposite yellow, red opposite orange, and green opposite blue. The rest of the stickers move around those fixed centers.
Manual entry is best when your camera is unavailable, privacy settings block camera access, or you already know which sticker was detected incorrectly. Fill one face at a time and check each corner or edge against the real cube before solving.
Each move letter names the face to turn: R is right, U is up, F is front, L is left, D is down, and B is back. A plain letter is a clockwise quarter turn when looking directly at that face. A prime mark means turn the face counterclockwise. A 2 means turn it halfway.
Before following a solution, hold the real cube so the same front, right, and top faces match the viewer. If the real cube no longer matches after a move, stop and compare the last turn instead of continuing the sequence.
No. If a corner is twisted, an edge is flipped, or two pieces are swapped on a real cube, the state cannot be solved by normal turns. The solver can only solve physical states that are reachable on a standard 3x3.
Camera scanning analyzes face images through the configured detection service so Cubzor can identify sticker colors. Use manual entry when you prefer not to use the camera.
Use a standard color scheme for best results. Cubzor expects white opposite yellow, red opposite orange, and green opposite blue. Nonstandard centers can make otherwise valid stickers look invalid to the checker.
Warm indoor light and glossy stickers can make red and orange look similar. Move near a window or use brighter neutral light, then review the captured face before confirming.
This solver is only for normal 3x3 cube states. Use the 2x2 and 4x4 learning guides for method help, but do not enter those cubes into the 3x3 solver.
Stop immediately, compare the visible faces against the viewer, and undo the last move if you are confident which move caused the mismatch. Continuing after a mismatch usually makes recovery harder.
Manual entry is slower for a full cube but faster for fixing a single bad color. It is also more reliable in dim rooms, on devices without a camera, or with stickerless cubes that reflect light.
Use it to recover a scrambled cube, then study the beginner method so you understand why the moves work. Solver playback is most useful when it points you back toward practice.