Hierarchy and clipboard
The hierarchy panel, the clipboard and the command palette
Hierarchy
Shows every object alive on the current frame, nested by parent
An object appears here only while the playhead is inside its span. So the list changes as you scrub. An empty hierarchy usually means the playhead is past the end of your content
A parent passes its transform down to its children. Layers add up along the chain: a child's draw order is its own layer plus every ancestor's. So reparenting moves an object in draw order. It also rerolls its random values: randomness is tied to the effective layer
Right-click a row for its actions. On touch, hold a row for the same menu
Holding a row opens its menu with a mouse too. Timeline clips have no hold menu
Drag a row onto another row to make it that object's child. Drop it on the empty space below the rows to take its parent away. A drop is refused:
- onto the object itself or onto the parent it already has
- onto one of its own children
- when the chain would nest deeper than 15 levels
The Camera row is pinned at the bottom of the list. Dropping a row onto it parents the object to the level's camera. Inside a prefab template the camera takes no children, and the template's root does
More: How the editor thinks
Selecting several objects
Ctrl-click adds an object to the selection or takes it out. It means the same in the hierarchy, on the timelines and in the viewport. Ctrl is the only such key: Shift-click in the hierarchy does nothing, it is not a range select. The key can be rebound
A Ctrl-click, or a box selection that catches more than one item, turns on multi-select mode. While it is on, what a plain click does depends on Multi Select Requires Hold - see Editor settings
The selection control on the toolbar reads No Selection or Selected (N). It works while something is selected:
- a press drops the whole selection
- a double click, or a
Shift-click, turns multi-select mode on instead. Turned on this way, the mode ignoresMulti Select Requires Holdand every plain click adds. That is how a finger with noCtrlkey builds a selection
The same control appears in the context menus while something is selected. There a press drops the selection
The mode ends by itself when nothing is selected any more, and with Escape when no text field is being edited
Clipboard
Moves a selection between levels and between machines. Every timeline has its own buffer and its own status line
Serialize Copy writes every buffer into the system clipboard as text.
Deserialize Paste reads the text back into the buffers - and stops there
That stop is deliberate. Reading the text and pasting are two decisions. Where content lands depends on the playhead and the active scope. Content appears only when you paste it into the timeline you chose
If the system clipboard holds foreign text, the editor reports an error instead of crashing. The clipboard holds whatever you last copied anywhere
There is no action that pastes every buffer at once. After Deserialize Paste, paste into each timeline yourself
Pasted keyframes land at the playhead. For each owner, its earliest pasted keyframe goes onto the playhead, counted inside that owner's own span. Event keyframes share one offset, so a camera move and the effect that went with it stay the same distance apart
A keyframe is skipped when it would land outside its owner's timeline, or on a frame its track already uses. The skipped keyframes are counted and reported in one message
A copy or a paste that works writes nothing to the console. Only problems are reported
More: Reuse: prefabs, copying, generators
Command palette
Finds any editor action by name
It lists commands rather than content. These are the same actions the toolbar and the context menus run
The content search (Ctrl+F) is its sibling. It searches every object of the current scope and every audio track. Resources are not there: each is picked through the field that needs it
More: Speed and shortcuts