Skip to content

Creating Objects

Once your scene is open, you can populate it from three places.

Creating Object example

1. From the toolbar

Click the + button in the toolbar. A menu lists every spawnable entity kind:

Toolbar add-object menu open over the viewport.

  • Primitives: cube, sphere, plane, cone, cylinder, torus.
  • Lights: directional, point, spot, ambient.
  • Cameras: perspective, orthographic.
  • Anchors: image target, face anchor, geo anchor (per project type).
  • Empty: a transform-only entity used as a parent group.

Pick a kind. The editor spawns the entity at the world origin (or as a child of the current selection if it's an anchor type).

2. From the hierarchy

The hierarchy panel has its own + button that opens the same spawn menu.

Hierarchy panel with the add menu open and a parent selected.

3. From the assets browser

Drag any asset from the assets browser into the viewport or hierarchy:

  • .glb / .gltf → spawns a Model entity.
  • .png / .jpg / .webp → spawns a Sprite or Image entity (or sets it as a material texture if dropped on a mesh).
  • .mp3 / .wav → spawns an Audio entity.
  • .mp4 → spawns a Video entity.
  • Behaviour script → attaches the script to the drop target.

Dragging a .glb file from the asset browser into the viewport.

Selecting and arranging

  • Click an entity in the viewport or hierarchy to select it.
  • Drag the gizmo to move, rotate, or scale (toggle modes from the toolbar).
  • Drag in the hierarchy to re-parent.
  • Delete removes the selected entity (and its children).

Next