Objects and Hierarchy
Adding Objects
Objects can be added in several ways:- Ribbon
3D Objects - Viewport context menu
Add Object - Hierarchy context menu
Add Object - Dragging a valid GLB file onto the viewport
- On the scene floor
- At a right-clicked location
- As a child of the selected object
Creating Empty Objects
From the hierarchy context menu, users can create an empty object. This is useful for grouping or parent structure.Object Library
The object library is a dialog used to insert models from the asset library.
Available Features
- Search field:
Search 3D objects... - Tag filter button
- Tag count badge when filters are active
Clearaction for selected tags- Thumbnail grid
- Loading skeletons
- Tag-based filtering
Empty and Error States
No tags availableNo asset tags available for the current library contents.No objects foundTry adjusting your search terms or filters to find the objects you're looking for.
Selection Behavior
Selecting an asset briefly highlights the card, then starts loading and placement. The dialog closes when insert succeeds.Hierarchy Panel
The hierarchy panel shows the scene tree and supports object-focused navigation.
Key Capabilities
- Search objects by name
- Expand and collapse nested objects
- Select an object
- Rename an object by double-clicking it
- Toggle object visibility
- Open the object context menu
- Resize the panel width
Search Behavior
- Search placeholder:
Search objects... - Shows match counts such as
1 matchor3 matches Escclears the search and removes focus- Arrow keys move through matches
Enterselects the active match
Empty States
No Objects AddedAdd objects to see them hereNo matching objectsTry a different search term
Hierarchy Context Menu
The hierarchy supports:CutCopyPastePaste as ChildDuplicateDeleteAdd ObjectCreate Empty
Cut, Copy, Duplicate, and Delete are disabled. Additional restrictions also apply to Initial User Position.
Selecting and Organizing Objects
Users can select objects from either the viewport or the hierarchy. The hierarchy is the main interface for:- Expanding nested assets
- Renaming objects
- Checking visibility
- Working with parent-child structure
Initial User Position and for child objects that still belong to an imported model’s original hierarchy, such as nested meshes or groups from a GLB that have not been manually reparented.
