Working with hierarchy

Objects in the scene can be organized in a hierarchical structure for easy scene editing. You just need to drag the desired object with the mouse pointer.

The format for naming objects is object_name (object_type).


When you select an object in the hierarchy, it will be selected on the stage, and vice versa. When you select a parent object in the hierarchy, it and all of its child objects will be selected on the scene. Let’s call such an object * composite *.


You can do the following operations with composite objects:

  1. Move
  2. Rotate
  3. Delete
  4. Copy
  5. Cut
  6. Paste


The copied object is inserted at the same hierarchy level as the object selected in the hierarchy.


Organizing objects in a hierarchy in edit mode has no effect on the behavior of objects in view mode.

Local coordinates in the object hierarchy

The coordinates of the child within the hierarchy are set relative to the center of the parent. Therefore, if the coordinates of the child object along the three XYZ axes are equal to 0, then the object will be in the center of the parent object.


Lock hierarchy in play mode

To Lock hierarchy in the view mode, you must set the relevant checkbox in the inspector of the parent object. This setting will apply to all child objects as well.


Example. Let’s create a hierarchy of three colored cubes as shown in the screenshot. For the parent, pink cube, check “Lock hierarchy in play mode”.


After switching to the view mode, you can move the parent object, while the child objects will follow it. Child objects cannot be moved separately. In this case, the physical properties for the group of objects will be calculated as for one object.