Level Editor/Panels/Scene tree

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The Scene Tree on the left lists everything in the map: brushes, props, groups, lights, spawns, volumes, tracks and logic, nested the way they are grouped. Use it to select things you cannot easily click, to organize the map into groups, and to decide where new things go.

The top bar

  • + (Add node): a menu to add a Group, a Mirror Node, a Platform Anchor (to the moving platform you are in) or a Path Anchor (insert after selected).
  • Scene Tree: the panel's title.
  • N hidden (Show everything hidden from view (Alt+H)): how many things are hidden; click to show them all.
  • R (Refresh tree): redraws the list.

The rows

  • The top row is the level itself. It is always there and cannot be moved, renamed, duplicated or deleted.
  • Click a row to select it. Shift+click selects a range, Ctrl+click adds or removes one row. Selecting something in the viewport opens its folders here and scrolls to it.
  • Double-click a row to fly the camera to it.
  • Hover a row to see its full path in the map, such as Level/Base/Tower/Crate_prop. The path names everything the row sits in, including anything the tree does not list on its own row.
  • The eye on a row hides or shows that object in the editor (see Hiding). A hidden row's text is faded; a row hidden by something above it has a faded open eye.
  • Some rows say more about what they are: a logic entity shows its kind and how many outputs it fires; a decal shows the material it lays.

Where new things go

One row is tinted: new brushes, props, lights and points go in at the bottom of it.

  • Click the level row, a group or a moving platform to make it the place new things go.
  • Press and hold on any row to make it the place new things go, whatever kind it is.
  • Selecting things (in the tree or the viewport) does not change it.

With Parent placements to the surface they start on in Settings, new things go into the group of what you placed them on instead.

Dragging rows

Drag rows to reorder them or to move them into another group. Everything keeps its place in the world. This is also how you change what a door or button holds, and how you put a brush on a moving platform. The order of anchors under a payload track or path brush is the order of the path.

Right-click menu

The menu acts on every selected row.

Item What it does
Rename Rename the row. The name matters for some things: a payload track's, door's, logic entity's or switchable group's name is what a gamemode script and outputs use.
Duplicate Copy each selected row, with everything in it, beside its source. Unlike Ctrl+D in the viewport, the copy is not moved.
Toggle Visibility Recursive Hide the row and everything in it one by one, or show them all.
Group Selected (Ctrl+G) Put the selected rows into a new group, with its origin among what it holds.
Add Group Add an empty group.
Add Mirror Node Add a Mirror Node.
Add Platform Anchor Add an anchor to the nearest moving platform above the row. Refused outside a platform.
Edit Path (track, path brush) Select the payload track or path brush this row is (or is an anchor of) and switch to its tool to edit it.
Insert Path Anchor Insert an anchor into a payload track or path brush after the selected anchor, halfway along the curve to the next one. With the path itself selected, it goes into the last stretch. Needs at least two anchors.
Reverse Path (start <-> end) Turn a track or path brush round: its last anchor becomes its first. Every anchor stays where it is, with its settings.
Delete Delete each selected row with everything in it.

Every one of these is a single undo step.

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