Scenes and Game Objects · Version 0.5
Creating and Managing Game Objects
Place, multi-select, rename, copy, duplicate, hide, deactivate, and remove scene objects through reversible authoring commands.
Game Objects are the named entities stored in a scene. A Game Object owns its active and visible state, tags, optional template identity, render sorting values, and Component list.
Common operations
- Create a new object and add Components through the Inspector.
- Select one object or Ctrl-click to build an ordered multi-selection.
- Rename an object after Filmstrip verifies the name does not collide.
- Use Ctrl+C and Ctrl+V to copy and paste a group.
- Use Ctrl+D to duplicate the current selection.
- Change activation, visibility, tags, or supported transforms in bulk.
- Delete through the applicable preview and confirmation workflow.
Active and visible are different
An inactive object does not participate in normal runtime behavior. A hidden object may still exist and run logic depending on its Components. Use the setting that matches the intended behavior rather than treating them as interchangeable.
History and restoration
Accepted scene operations enter the shared command history. Undo can reconstruct deleted or duplicated objects from serialized state while preserving scene order and selection.