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Hierarchy Panel

The Hierarchy panel shows all scene objects in your current scene as a tree structure. Use it to select objects, organize them into parent-child relationships, and manage visibility.

Hierarchy panel overview


Scene objects are displayed in a hierarchical tree. Child objects are indented under their parents. When you move, rotate, or scale a parent, all children move with it.

📁 My Scene
├── 🎥 Main Camera
├── 💡 Key Light
├── 📦 Background Group
│ ├── 🖼️ Background Image
│ └── ✨ Particles
└── 👤 Streamer
├── 🎭 Avatar Model
└── 💬 Name Tag
IndicatorMeaning
White textObject is enabled
Grey textObject is disabled
Cube iconScene object
IndentationShows parent-child relationship
▼ / ▶ TriangleExpand/collapse children (click to toggle)
Blue highlightCurrently selected object

ActionHow
Select single objectClick on it
Add to selectionCtrl + Click
Select rangeShift + Click
Select allCtrl + A

Selected objects are highlighted and shown in the Inspector panel.

Double-click an object’s name to edit it. Press Enter to confirm or Escape to cancel.

Good naming helps you find objects later, especially when referencing them in node graphs.

Disabled objects are hidden in the scene and don’t run their behaviors. Toggle an object’s enabled state:

  • Right-click → Enable/Disable
  • Use the checkbox (if visible)
  • Use node graphs to control at runtime

When you disable a parent, all children are also hidden (but their individual enabled state is preserved).


Drag an object onto another to make it a child:

  1. Click and hold the object you want to move
  2. Drag it onto the target parent
  3. Release to drop

The object’s transform becomes relative to its new parent.

Drag objects between siblings to change their order within a parent. Order can affect rendering (objects lower in the list render on top for 2D elements).

Create organizational groups to keep related objects together:

  1. Select one or more objects
  2. Right-click → Group
  3. A new empty parent is created containing your selection

To ungroup, right-click the group → Ungroup. Children are moved to the group’s parent level.


Hierarchy context menu

OperationMethodShortcut
DeleteRight-click → DeleteDelete key
DuplicateRight-click → DuplicateCtrl + D
GroupRight-click → Group-
UngroupRight-click → Ungroup-
RenameDouble-click nameF2
Enable/DisableRight-click → Enable/Disable-

Deleted objects are removed from the scene. This action can be undone with Ctrl + Z.

⚠️ Warning: Deleting a parent also deletes all children.

Creates a copy of the selected object(s) with a unique name. Duplicated objects are placed at the same level as the original.


Hierarchy search filtering results

Type in the search box at the top of the Hierarchy to filter objects by name.

  • Search is case-insensitive
  • Only matching objects are shown
  • Results appear in a flat list (hierarchy structure hidden during search)
  • Clear the search to return to normal view

Every scene object has a unique identifier called an ItemTag. This is different from the object’s display name.

Node graphs use ItemTags to reference specific objects. When you use an Object Selector in a node graph, you’re selecting by ItemTag, not by name.

ItemTags can be any text, as long as they are unique within your scene. You might use descriptive tags like MainCamera, AlertBox_1, or StreamerAvatar.

ItemTags remain constant even if you rename the object. This means:

  • Node graphs continue working after renaming
  • Saved scenes maintain correct references
  • Duplicated objects get new unique ItemTags

See Variables nodes for how to use object references in node graphs.


Objects imported from 3D model files show a link indicator. These objects maintain their connection to the source model structure.

To break this connection and edit freely:

  • Right-click → Model → Unlink

This removes the link to the source model and allows free editing.

The Hierarchy remembers which objects are expanded or collapsed for each scene. This state persists when switching between scenes.


🎯 Naming Convention: Use clear, descriptive names like “Celebration_Confetti” instead of “Particle System (1)”. Your future self (and node graphs) will thank you.

🎯 Group by Function: Create empty objects as folders to organize related items: “Lighting”, “Cameras”, “Alert_Effects”, etc.

🎯 Parent for Movement: If multiple objects need to move together, parent them to an empty object and animate the parent.

🎯 Search First: Before scrolling through a large hierarchy, use search to jump directly to what you need.