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Organizing levels and materials ​

Hierarchy lists your groups, blocks, linked templates and scene markers. Its rows have visibility, type, color, name and lock controls. Objects without a group appear directly at the root.

Select and find objects ​

Click a row to select it. Ctrl/Cmd + click toggles individual rows, Shift + click selects a visible range, and Ctrl/Cmd + Shift + click adds that range. A plain click on an already selected row replaces the selection with that row; starting a drag still carries the original selection.

Groups select their folder, without marking every descendant row as individually selected. Group actions still operate on their contents. Mixed selections expose common properties such as group, color, visibility and lock.

Search filters names. The height filter limits the list to objects crossing the current Y while keeping selected objects visible. Hover a row to highlight its geometry in Top View and Scene, or hover an object in Top View to find its row. F frames the selection; framing from Scene also reveals its hierarchy rows.

Drag the divider above the inspector to give the list more space. The wheel scrolls Hierarchy, including during an internal drag; dragging near the top or bottom also scrolls it. Ctrl/Cmd + A here includes hidden and locked rows, unlike canvas selection.

Create and rearrange groups ​

Use Group or Ctrl/Cmd + G to wrap selected objects and folders in a new group under their closest common parent. Existing subgroups stay intact, and groups can be nested repeatedly.

  • Drop objects on a group to assign them to it.
  • Drop a group in the center of another group header to nest it.
  • Drop near a row's top or bottom edge to reorder beside it. The insertion line shows the destination.
  • Drop on the empty root area to move an item to the root.
  • The group selector beside an inspector name also changes the parent. Choices show full paths; a group cannot become its own parent or a descendant's child.

Rename with F2, Rename in the context menu, or a double-click on a name. Enter commits and Esc cancels.

Ungroup or Ctrl/Cmd + Alt + G behaves according to the selected item:

ItemResult
Nested groupMove the folder intact to the root.
Root groupRemove the folder and promote its direct contents to the root.
Individual object using its Ungroup context actionMove it up one parent without removing its folder.

Deleting a group deletes its descendants, including assigned markers. Ungrouping retains its contents and their visibility state. These actions support Undo; locked groups are protected. To save a group as a reusable asset, see Level Templates.

Visibility and locks ​

The eye control cycles through three states:

StateEditing and generated output
VisibleShow the editing guides and include the object in the level.
Hidden in editorHide the editing guides while retaining generated geometry and collisions.
Disabled everywhereExclude blocks, cutters and templates from generated geometry and collisions. Assigned scene markers are deactivated.

Visibility, disabled state and locks inherit from parent groups. Disabled rows appear dimmed. Right-click a row to Hide, Show, Lock or Unlock the selection. Ctrl/Cmd + H hides guides and Ctrl/Cmd + Alt + H shows them. Use Ctrl/Cmd + L to lock and add Alt to unlock.

Locked objects cannot be picked or transformed through the canvas, including double-clicks, boxes and Tab cycling. A lock beside their Top View name also indicates inherited locks. Hierarchy remains available to select and unlock them. Editing actions respect those locks.

Transform a group ​

Select one group to use its Group tab in the floating Transform widget. Position (m) moves its contents, Rotation (°) rotates around Y, and Local Dimensions (m) resizes them along the group's X/Y/Z axes around its shared pivot. The Scale tool R also resizes group contents in Top View and Scene. Nested groups, geometry, modifier spacing and assigned markers follow group transforms.

The Pivot tab provides Pivot Position (m) and Center Pivot, which change the shared origin while leaving source geometry in place. Apply Transform resets the group's transform frame while preserving its contents. Numeric controls are disabled when locks prevent transforming the complete group. Group transforms support Undo/Redo and cancellation of active gestures.

Groups also support Array and Mirror modifiers.

Control what a Subtract cuts ​

Select a Subtract block and review Affected groups in its inspector. Its own group is initially checked. Check additional groups to cut them too, or clear every checkbox to make it cut nothing. A parent group target includes its nested contents. Ungrouped targets only Add blocks at the root.

Changing the cutter's group preserves its chosen targets. New blocks inherit the selected unlocked block's group; a block drawn on a level surface in Scene inherits that surface's group. Add blocks also offer Ignore subtraction in their Solid/Hollow inspector when they should remain unaffected by cuts.

Materials, color and overlap order ​

Add blocks provide Floor, Walls and Ceiling material fields. They start linked to the corresponding level variables; see Level defaults and variables for shared and local assignments. Texture Size controls metres per texture repeat, including values down to 0.01 m.

The color swatch in a hierarchy row edits its block color. It colors the Top View name and can tint the generated geometry. In overlapping Add volumes, higher hierarchy rows take priority for materials and color, following group order as well as object order. Drag rows to change that priority.

Enable Keep own materials on an Add block to give it priority over unmarked Add blocks regardless of its layer. Among marked blocks, the higher row wins. This preference supports multiple selection and Undo, respects locks, and survives duplication, cutting, arrays and clipboard copies.

Supplied and custom materials ​

The supplied URP blueprint materials distinguish Floor with a checkerboard, Ceiling with diagonals, and Walls with a grid. They include measurement references and fixed shading, depth/normal passes and cast shadows. The blueprint shader is intended for readable blockouts and does not provide a Lit/PBR surface finish.

Block colors are stored as mesh vertex colors rather than separate materials per block. A custom shader must read Vertex Color to display that tint. Generated UV0 uses metre-based density; meshes have flat normals and tangents. Lightmapping UV2 is not generated, so plan a separate UV workflow if the final level requires baked lightmaps.

TopView Blockout · A Unity tool by DiceNook.