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Object tree and camera layers

The left column lists every object of the level, grouped by type.

Click an entry to open its properties, double-click to focus the camera on it, hold Shift to select several entries.

The object tree with its 3D Game Objects, Game Objects, Other and Hidden groups

Group Contents
Static objects The static models that make up most of the level’s geometry, sometimes with baked-in collisions. See Static models.
Prefabs Instantiated prefab entities. See Prefab instances.
CEntity / CGameEntity / CPhysicalEntity Most game objects and spawners: enemies, hazards, platforms… See Spawner templates.
CActor Character entities such as bosses and mounts.
Crates Every crate in the level.
Collectibles Every collectible in the level.
Group Contents
Player start The entity where the character spawns when the level starts.
Triggers Trigger zones. See Script triggers.
Clips Collision boxes. See Dynamic clips.
Cameras Every type of camera.
CCameraBox Camera transitions.
Group Contents
Lighting Light sources and visual boxes. See Lighting and skybox
VFX Visual effects.
SFX Sound effects and music. See Music and audio.
Other Every other entity without a model, such as the WorldInstance, default visual settings and the level border collisions.
Group Contents
Templates Template objects. See Spawner templates.
Hidden Hidden objects.

The Camera layers header at the top of the scene view chooses which categories of objects are drawn. Hiding layers cleans up the view and improves performance. Most hidden layers still show the objects that are part of the current selection. Your choice of layers is saved when you close the editor.

The Camera layers panel

Layer Shows Useful when
Camera Boxes Transition zones between two cameras Adjusting camera transitions
Dynamic Clips CDynamicClipEntity collisions Placing invisible walls and floors
Script Triggers CScriptTriggerEntity volumes Debugging objects that do not spawn in-game
Trigger Volumes The bounds of CTriggerVolumeBox components Adjusting what triggers an object behaviour
Static Collisions The precise collision geometry of static models Checking where the player can actually walk
Border Collisions The optimised level border collisions Finding invisible walls. See Border collisions
Audio Boxes The bounds of ambient audio zones Adjusting where a sound plays
Visual Boxes The bounds of visual data boxes Adjusting the main lighting
Box Lights, Point Lights, Tint Lights The bounds of each light type Adjusting lighting
Templates Template objects Editing the few enemies whose template position matters

Templates located at (0,0,0) are hidden even when the Templates layer is on, to keep the frame rate up.

Editor settings → Debug mode highlights objects with a colour overlay:

Mode Highlights
Prefabs Prefab instances and entities that belong to a prefab
Game Objects Every game object: enemies, hazards, platforms…
Havok Objects Highlight objects that have static collision data.
Havok Materials Colors static collision triangles according to their material index (dirt, ice…)
Havok Sections Colors static collision triangles according to their BVH section index.
Havok Primitives Colors static collision triangles according to their BVH primitive index.