Level Editor/Entities/Group

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Group
Made with Ctrl+G, Edit > Group Selection, or the scene tree's + and right-click menus
What it is A folder that holds brushes, props and entities, and moves them together
In the game Its contents are; a switchable group becomes a part the gamemode can switch

A group is a folder in the scene tree. It keeps a map organised (one group per building, per room, per team's base), lets you move, turn and copy many things as one, and can change how its contents are exported.

Making a group

  • Select things and press Ctrl+G (Edit > Group Selection, or Group Selected in the scene tree's right-click menu). The group's origin is placed among what it holds; everything keeps its place.
  • Or add an empty one with the scene tree's + > Group or right-click Add Group, and drag rows into it.

Click a group's row to make it the place new things go. Drag rows in and out of it to change what it holds.

Inspector

Setting Type Default What it does
Select As Group Check box Off A click in the viewport on anything inside selects the whole group instead of the piece under the cursor. The scene tree always selects exactly the row you click. Multi-part props are placed as groups with this on. Tools > Ignore Groups overrides it for the session.
Merge On Export Check box Off At export, join every still brush in the group into one mesh with the hidden faces between touching brushes removed. That stops light leaking through seams and makes the group one object to draw. The editor keeps them as separate brushes. The cost is coarser hiding of what is out of sight, so use it per group (a building, a rock pile). Zones, sound volumes, clips, gates, displacements and anything on a moving platform still export on their own.
Weld On Export Check box On Let the still brushes in the group join, at export, with the brushes they touch. Off keeps every brush in it its own mesh, whatever its own setting.
Switchable Check box Off Make the group a switchable part: the gamemode can put everything in it, brushes and props, in or out of the world by the group's name, seen and solid or neither, for every player. For cover a mode lays out, or a door that opens for good. A switchable part is lit by light probes rather than the lightmap, so switching it off leaves no shadow or hole behind. A part on a moving platform rides it and cannot be switched.
Starts Enabled Check box On Whether a switchable part is in the world when the map starts.

A script switches a part with api.set_part_enabled and lists them with api.parts. Give each switchable group a unique name: with two of the same name the game switches only the first, and the export warns about it.

Related pages

TeamSpec Level Editor
Basics Getting started · Interface · Viewport and camera · Selecting and hiding · Keyboard shortcuts · Settings · Map Config · Troubleshooting
Menus File · Edit · View · Tools · Functional
Panels Scene tree · Inspector · Materials · Props · Snapping · UV editor · Displacement · Terrain
Tools Move, Rotate and Scale · Box · Sphere · Cylinder · Prism · Stairs · Spiral Stairs · Spiral Tower · Arch · Path Brush · Plane · Terrain · Clip · Duplicate · Ruler and Cordon · Edit Vertex and Edge · Edit Face · Loop Cut · Material Brush · Vertex Color Brush · Displacement · Prop Path
Entities Brush · Zone · Group · Mirror Node · Prop · Spawn Point · Supply Pickup · World Boundary · Lights · Water · Sounds · Anchor Platform · Payload Track · Boss Spawn · Map Marker · World Text · Decal · Door · Button · Logic entities · 3D Skybox · Nav Region
Workflows Your first map · Brushes and CSG · Materials and UVs · Lighting and lightmaps · Bots and navigation · Mirrored maps · Outputs and logic · Custom assets · Playtesting · Exporting and publishing · Importing Source maps
Scripting Overview · Server rules · Client HUD · Bots · Teams and spawning · Zones · Pickups · Payload tracks · Map entities · Sandbox limits · Testing · King of the Hill · Team Deathmatch · API reference · What a script may use