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Workflow: Scene & GameObjects

Scenes are stored as JSON files in Scenes/. The build settings decide which scenes are packaged and which scene is loaded first by the runtime.

Use scene GameObjects for cameras, players, world geometry, interactables, lights, triggers, audio sources, and script hosts.

Hierarchy and Viewport

The Hierarchy panel lists all GameObjects in the current scene. Each GameObject has a Transform and optional components.

Common actions:

  • select a GameObject to edit it in the Inspector,
  • Ctrl-click or Shift-click to build a multi-selection,
  • right-click to create or duplicate GameObjects,
  • create, synchronize, apply, or unpack reusable Prefabs,
  • drag GameObjects to reorder or reparent,
  • press F2 to rename the selected GameObject,
  • press Delete to remove the selected GameObject.

The Scene View shows the 3D scene. Use it to judge placement, select objects, and edit transforms.

ActionControl
OrbitRight mouse drag
PanMiddle mouse drag
Dolly/zoomMouse wheel
Focus selectionF
Move gizmoW
Rotate gizmoE
Scale gizmoR

The Hierarchy owns scene order and selection; the Scene viewport edits the selected GameObject with the active transform tool.

For batch Transform/component changes and reusable hierarchies, see Prefabs and Multi-Editing.

Creating GameObjects

GameObject typeHow to create it
Empty GameObjectScene > Create Entity > Create Empty or Hierarchy context menu
Built-in primitiveScene > Create Entity > 3D Object > Cube / Capsule / Plane
CameraScene > Create Entity > Camera
First-person playerScene > Create Entity > Player > First Person Player
Third-person playerScene > Create Entity > Player > Third Person Player
InteractableScene > Create Entity > Gameplay > Interactable
Imported model GameObjectRight-click or drag a model asset from the Project panel
Level Builder mesh GameObjectUse Place Mesh in Scene from Level Builder

New GameObjects get a Transform. Add or tune components in the Inspector.

Create built-in GameObjects from the Scene > Create Entity or Hierarchy context menu, then configure their components in the Inspector.

Saving Scenes

Use Scene > Save Scene to save the active scene. Use Scene > Save All or Ctrl+S to save the scene, project settings, and dirty Level Builder meshes.

All scenes that should ship must be included in Build > Build Settings.... A scene referenced by SceneManager.LoadScene() from Lua will fail at runtime if it is not included in the build.

Runtime Scene Rules

  • Keep one clear startup scene.
  • Include all loadable scenes in Scenes In Build.
  • Make sure the playable scene has an enabled Camera or Camera Rig path.
  • Give blocking world objects Colliders.
  • Use the Problems panel and PS1 Budget dashboard before building.