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Hierarchy ​

The hierarchy panel (top-left) is the tree of every entity in your scene. It is the canonical place to select, rename, parent, and toggle visibility of entities.

Hierarchy

What you see per row ​

Each row represents one entity:

  • Name: editable label (Name component value).
  • Type tag: the entity kind (model, cube, directionalLight, …) shown as muted text on the right.
  • Eye icon: toggles visibility for that entity.

Selection ​

  • Click a row to select the entity. The viewport gizmo and inspector both update.
  • Click the empty area below the list to deselect.
  • Selecting an entity in the viewport also highlights its row.

Searching ​

The search box above the tree filters rows by name. It searches the displayed name only not component values.

Adding entities ​

The + button at the top of the panel opens the same menu as the top-bar +.

Parenting ​

Drag a row onto another row to re-parent it. The dragged entity becomes a child of the drop target, and its transform becomes local to the parent.

  • Drop onto a row → child of that row.
  • Drop between rows → reorder under the same parent.
  • Drop on empty space → re-parent to the scene root.

IMPORTANT

Some entities, for example image-target anchors control their own children. Re-parenting them across different anchor groups can change runtime behavior. See the Component Catalog for component-specific notes.

Renaming ​

Double-click a row's name to rename. The new value writes to the entity's Name component immediately and shows up in scripts that look entities up by name (world.getEntityByName(...)).