This section allows you to search entities by name or by attached components.
Entity filter input
To search for entities that have a specific component attached, type c: followed by the
component’s name, e.g. c:mesh_ref will find all entities with a
Mesh Reference
Entity Component
Mesh Reference mesh_ref
Reference to a mesh to render (with submesh selection).
Schema
shadowCastingMode
Unsigned Byte
Default:1(On)
Min:0
Shadow casting mode for this mesh.
0Off1On
Shadow casting mode for this mesh.
submeshIndex
Integer
Default:0
Index of the submesh within the mesh's submesh array.
Index of the submesh within the mesh's submesh array.
Referenced render graph to use for rendering from this camera.
Referenced render graph to use for rendering from this camera.
renderTargetIndex
Integer
Default:-1
Index of the render target to blit/output to. -1 indicates the default target.
Index of the render target to blit/output to. -1 indicates the default target.
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Perspective Lens
Entity Component
Perspective Lens perspective_lens
Perspective projection lens with vertical field of view and near/far clipping planes.
Schema
farPlane
Float(m)
Default:0
Far clipping plane distance (meters). Set to 0 for an infinite far plane.
Far clipping plane distance (meters). Set to 0 for an infinite far plane.
fovy
Float(deg)
Default:60
Vertical field of view angle in degrees.
Vertical field of view angle in degrees.
nearPlane
Float(m)
Default:0.01
Near clipping plane distance (meters).
Near clipping plane distance (meters).
offset
Vector2(m)
Default:[0,0]
Projection center offset for stereoscopic rendering (meters).
Projection center offset for stereoscopic rendering (meters).
Point light
Light
Entity Component
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
Schema
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Spot light
Light
Entity Component
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
Schema
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
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Spot Light
Entity Component
Spot Light spot_light
Adds a cone cutoff to a light, producing a spotlight. Requires a Point Light component for color/intensity and falloff.
Optional IES photometric profile (2D texture). Modulates emitted intensity by direction; leave empty for uniform distribution.
Optional IES photometric profile (2D texture). Modulates emitted intensity by direction; leave empty for uniform distribution.
cutoff
Float(deg)
Default:30
Outer cone half‑angle in degrees. Light intensity falls to zero outside this angle.
Outer cone half‑angle in degrees. Light intensity falls to zero outside this angle.
Sun
Light
Entity Component
Light point_light
Omnidirectional light source with physically based intensity and falloff. Acts as a point light by default; enable isDirectional to emit parallel rays. Attach a Spot Light component to add a cone cutoff. Can optionally drive the atmosphere sun direction.
Schema
color
Vector3
Default:[1,1,1]
RGB light color in linear space [0–1]. Multiplies intensity.
RGB light color in linear space [0–1]. Multiplies intensity.
intensity
Float(W/sr)
Default:1
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
Radiant intensity (W/sr). Controls brightness for physically based shading (inverse‑square falloff).
isDirectional
Boolean
Default:false
Treat this as a directional light using the entity's orientation; position is ignored.
Treat this as a directional light using the entity's orientation; position is ignored.
isSun
Boolean
Default:false
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
Use this light's direction to control the atmosphere sun direction. Only one light should be marked as the sun; multiple are undefined.
range
Float(m)
Default:0
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
Hard cutoff distance for light influence and culling (meters). Set to 0 for no hard cutoff and physically correct inverse‑square attenuation.
with attributes isDirectional and isSun toggled on.
Environment
Environment
Entity Component
Environment environment
Scene environment settings, including skybox background and precomputed image‑based lighting (IBL). This component is only applied in the scene where this entity lives, it is discarded for subscenes.
The parent/child relationship between entities is resolved using the
Lineage
Entity Component
Lineage lineage
Records the entity's lineage through linkers and parentage.
Schema
ordinal
Integer
Default:0
Ordinal index among siblings (editor‑only).
Ordinal index among siblings (editor‑only).
parentUUID
Entity Unique Identifier
UUID of this entity's parent (default is root).
UUID of this entity's parent (default is root).
component.
The attribute parentUUID is the UUID of the parent entity.
On loading a scene, only the root entities are resolved. When an entity containing children is unfolded, a request is
sent to the backend to retrieve its children.
The other components are represented with their icons displayed following the name of the entity.
If an entity doesn’t have any component beside the default ones, it will appear with a simple square icon.
If the entity has children the square is plain, otherwise it’s an outline.
Hovering over a component icon shows the component’s name.
Hovering over an entity reveals an eye icon on the right side. The eye icon is for toggling the visibility of the
entity.
Double clicking on an entity entry will focus, i.e. move the camera to look at that entity.
Entity entries can be dragged and dropped to move them around, a red line appears to indicate the new position of the
entity.
Reparenting entities is done this way.
Scene hierarchy viewDrag and drop an entity to move it around
Right-clicking in the Scene Graph opens a context menu.
Depending on whether you clicked on an empty space, on one entity, on multiple entities or on an entity with children,
the menu displays slightly different options.
Right-clicking on empty space shows the following options:
Clicking on empty space
Clicking on a single entityClicking while multiple entities are selectedClicking on an entity with children
Action
Number of selected entities
Required component
Description
Rename
≥ 1
Renames the entity, alters the
Name
Entity Component
Name debug_name
Human‑readable name of the entity.
Schema
value
String
Entity name.
Entity name.
component.
Focus on entity
= 1
Moves the camera towards the entity so that the bounding box of the entity fits entirely on the screen. This can be triggered by double clicking on an entity as well.
Toggle entity visibility
≥ 1
Show or hide selected entities.
Group entities
> 1
Creates a new parent entity and moves all selected entities under it.
Cut
≥ 1
Cut selected entities.
Copy
≥ 1
Copies the selected entities — excluding their children.
Copy with its hierarchy
= 1
Copy the entity and all its children recursively.
Paste
≥ 0
Paste previously cut or copied entities.
Duplicate
≥ 1
A single action copy paste.
Create entity
= 0
Creates a blank entity with only default components attached to it.
Create child entity
= 1
Creates a blank entity parented to the selected entity.
Paste component
≥ 1
Paste the copied component inside the selected entity - see components extension
Simplify hierarchy
= 1
Lineage
Entity Component
Lineage lineage
Records the entity's lineage through linkers and parentage.
Schema
ordinal
Integer
Default:0
Ordinal index among siblings (editor‑only).
Ordinal index among siblings (editor‑only).
parentUUID
Entity Unique Identifier
UUID of this entity's parent (default is root).
UUID of this entity's parent (default is root).
Scans down the selected entity children and removes any redundant entity. A redundant entity has a single child but no specific components other than the default ones. When an entity is removed its local transform is applied to its child’s.
Create convex collision geometry
≥ 1
Mesh Reference
Entity Component
Mesh Reference mesh_ref
Reference to a mesh to render (with submesh selection).
Schema
shadowCastingMode
Unsigned Byte
Default:1(On)
Min:0
Shadow casting mode for this mesh.
0Off1On
Shadow casting mode for this mesh.
submeshIndex
Integer
Default:0
Index of the submesh within the mesh's submesh array.
Index of the submesh within the mesh's submesh array.
Overriders allow you to modify external entities in the scope of the current scene, i.e. without altering the original
entities.
Overriders are entities that live in the current scene, they have an
Overrider
Entity Component
Overrider overrider
Overrides an entity from a subscene: mark for deletion, replace components, or detach specific components.
Schema
componentsToDetach
Array[Integer]
Hashes of components to detach from the overridden entity.
Hashes of components to detach from the overridden entity.
deleter
Boolean
Default:false
Mark the overridden entity as deleted in the composed scene.
Mark the overridden entity as deleted in the composed scene.
entityRef
Entity Reference
Target entity to override.
Target entity to override.
component
attached to them.
On the UI side the orange color is dedicated to overriders.
An overrider can modify specific components of the targeted entity. This will turn the overridden component’s icon color
to orange.
An overrider can delete specific components of the targeted entity. This will turn the deleted component’s icon color to
orange.
An overrider can delete its target entity if its deleter attribute is set to true. In this case the targeted entity’s
name will be crossed out with an orange line.
A linker that has an overridden entity will show a small orange chip on the bottom right of its
Scene Reference
Entity Component
Scene Reference scene_ref
Reference to a subscene (linker); used to compose scenes.
Schema
maxRecursionCount
Unsigned Integer
Default:1
Min:0
Maximum recursion depth when a scene references itself.
Maximum recursion depth when a scene references itself.
icon.
If an external entity has an overridden descendant it will also display the small orange chip in the bottom right of
its icon.
duck.fbx has 2 overridden entities
Opening a context menu on an overridden entity reveals three new options:
Context menu on overridden entityContext menu on an entity marked as deleted
Discard all overrides
to get rid of the overrider.
Mark as deleted
replaces
Delete
to support the point that the entity is not actually deleted.
Restore entity
appears if the entity has been marked as deleted (orange stroke).
When several people work on the same scene, the scene graph reflects this.
When another user selects an entity, their avatar will show up next to that entity outline with their specific color.
When a user modifies an entity, the entry corresponding to that entity in the scene graph will briefly display a flash
of the color of the user that made the modification.
Multiple users can select the same entity.
Their avatars will appear stacked beside the entity.
The selected entity is revealed, the other user’s avatar appears
If the selected entity is not revealed in the current user’s view, a small dot of the other user’s avatar color appears
on the first revealed parent of that entity.
The selected entity is not revealed, a dot appears
If the other user is not in the same session, their avatar will be outlined in white, and the dot will also be white.
Users are visible even if they’re working inside a referenced scene of the one you’re viewing.
The color is white if the other user is not in the same session