Hierarchy & inspector
The hierarchy (left) lists every entity; the inspector (right) edits the selected one. Together they’re how you build and tune a scene.
Hierarchy
Section titled “Hierarchy”The hierarchy (packages/editor/src/components/SceneHierarchy.tsx) is the entity tree — each
row is a Three.js Object3D. You can:
- select (click; shift-click to multi-select);
- drag to reparent;
- search / filter by name;
- toggle visibility;
- right-click for context actions;
- read kind icons (mesh, light, camera, …).
Inspector
Section titled “Inspector”The inspector (packages/editor/src/components/InspectorPanel.tsx) shows a section per
feature the selected entity has — and the fields come from the engine’s Zod schemas, so what
you can edit always matches what the runtime understands. Per-entity sections:
Transform, Mesh, Material, Light, Shadow, Camera, Physics, Joints, Animation, Audio, Navigation, Particles, Spline, and Components.
With nothing selected, the inspector shows environment settings instead — background, ambient, fog, skybox/IBL, tone mapping, post-processing, navigation, and collision layers. (Post-processing is a global environment setting, not a per-entity section.)
See also
Section titled “See also”- Viewport, gizmo & view modes — manipulate the selection in 3D.
- Scene Schema reference — every inspector field.
- Entities & components — the model behind the tree.