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Layers panel

The top half of the Layers and assets panel: everything in the current scene, as a tree.

A row

ControlDoes
Checkboxswitch the object on or off
Eyeshow or hide it
Double-clickrename
Dragmove it into another object, or reorder
Right-clickrename, duplicate, delete

Switched-off objects and everything inside them appear dimmed, so you can see at a glance what is not running.

The checkbox and the eye are not the same thing

The eye only stops it being drawn: its scripts keep running and it still collides. The checkbox takes it out of the experience entirely.

An invisible wall the player still bumps into uses the eye. A prize that appears later uses the checkbox.

Parenting by dragging

Drop one object onto another and it goes inside it. From then on it moves, rotates and scales with its parent — which is how anything with parts is built. A car body with four wheels dropped into it moves as one car.

Deleting an object deletes everything inside it

And their children too. Drag a child out first if you want to keep it.

The editor refuses to put an object inside its own child, rather than tangling the tree.

Finding things

The search box filters the tree. Objects are found by their name, which is also what a script uses to look one up — so naming things properly pays off twice.

Lock the things you keep clicking by accident

Large background objects (a floor, a backdrop) are what marquee selections and stray drags catch all day. Lock them in the inspector header and they stop getting in the way.


Next: Project assets