Scene Inspector Dialog: Difference between revisions

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Reworked most of the page. The scene hierarchy section should be rewritten (someone pls do). I also didn't know what to write for order offset.
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The scene inspector is used to navigate all objects in a world and view and edit the properties of any object. The scene inspector will let you modify absolutely anything in your current world. This includes things that could break how you interact with the world, so use caution when changing things off the root node that you are not familiar with. You can always quit and come back to reset everything though; you won't break anything permanently unless you save changes to the world, so feel free to experiment.
The scene inspector is used to navigate all objects in a world and view and edit the properties of any object. The scene inspector will let you modify absolutely anything in your current world. This includes things that could break how you interact with the world, so use caution when changing things that you are not familiar with; especially things on the root slot. You can always quit and come back to reset everything though; you won't break anything permanently unless you save changes to the world, so feel free to experiment.


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<!--T:3-->=== '''Basic Layout of Scene Inspector:''' ===<!--T:4-->
'''Basic Layout of Scene Inspector:'''


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==== Left Pane ====
'''The left pane contains the scene hierarchy:'''
 
* Double-trigger-click a Slot to select it. The currently selected item's name will be colored Yellow. The item will also be selected in the world.
* The current root object slot name of the visible hierarchy
* Drag an Slot using the grip button and release it on top of a different item to move it. This re-parents the dragged item.
** Prefixed with "Root: "
* Dragging a Slot with grip can also be used to open a new Scene Inspector by using the grip button on the controller to grab the slot, and then pressing the trigger.
* [[Scene Inspector Dialog#Buttons|Object root button]]
* You can reference a slot in [[ProtoFlux]] by taking a [[ProtoFlux Tool]], grabbing the slot with it, opening the [[Context menu|Context Menu]], and clicking "Reference".
* [[Scene Inspector Dialog#Buttons|Root up button]]
* Scene hierarchy
 
===== '''Scene Hierarchy:''' =====
* Double-trigger-click a slot to select it. The currently selected item's name will be colored yellow. The item will also be selected in the world.
* Drag a slot using the grip button and release it on top of a different item to move it. This re-parents the dragged item.
* Dragging a slot with grip can also be used to open a new scene inspector by using the grip button on the controller to grab the slot, and then pressing the trigger.
* You can reference a slot in [[ProtoFlux]] by taking a [[ProtoFlux Tool|ProtoFlux tool]], grabbing the slot with it, opening the [[context menu]], and clicking "Reference".
* Slots with a filled circle in front of them have no children.
* Slots with a filled circle in front of them have no children.
* Slots with a box with an arrow in front of them have children; click the box to expand the hierarchy at that point.
* Slots with a box with an arrow in front of them have children; click the box to expand the hierarchy of that slot and show that slot's children.
* Slots with a downward pointing arrow are expanded; click the arrow to collapse.
* Slots with a downward pointing arrow are expanded; click the arrow to collapse.
* To go up one level in the hierarchy, click the upward pointing arrow at the top left. Note that this does not change the selected slot, you will have to double-trigger-click to change the selection.
* To go up one level in the hierarchy, click the [[Scene Inspector Dialog#Buttons|root up button]]. Note that this does not change the selected slot, you will have to double-trigger-click to change the selection.
* To navigate to the root of the current object, click the up arrow with the double tail. The root of an object is defined using components.
* To navigate to the root of the current object, click the [[Scene Inspector Dialog#Buttons|object root button]]. The root of an object is defined using components.
* To set the current slot as the base of the visible hierarchy in the inspector, click the downward pointing arrow at the top right. Viewing the hierarchy from the root can cause lag, so this can help with performance. Also, in deep hierarchies the item names can get small and hard to read, and resetting the visible hierarchy will help with that.
* To set the current slot as the base of the visible hierarchy in the inspector, click the [[Scene Inspector Dialog#Buttons|set root button]]. Viewing the hierarchy from the root can cause lag, so this can help with performance. Also, in deep hierarchies the item names can get small and hard to read, and resetting the visible hierarchy will help with that.
* Orange colored items are not persistent and won't be saved when the world is saved.
* Orange colored items are not persistent and won't be saved when the world is saved.


<!--T:5-->
<!--T:5-->==== '''Right Pane''' ====
'''The right pane contains the object properties and components:'''
 
* The basic slot properties like name, position, and rotation are at the top. All attached components will be below this. Trigger-drag to scroll the list.
* Currently selected slot name.  
* There are many buttons on the top right, which are detailed in [[Scene Inspector Dialog#Buttons|Buttons]].
** Prefixed with "Slot: "
* Trigger-click on any property to edit it.
* [[Scene Inspector Dialog#Buttons|Destroy button]]
* Grip-drag on any property to copy the value, and drop it on any other value to paste. This works between separate scene inspector dialogs and also works on [[ProtoFlux Node|ProtoFlux Nodes]].
* [[Scene Inspector Dialog#Buttons|Destroy preserving assets button]]
* Grip-drag on a property name to get a reference to that property. This is used for certain components.
* [[Scene Inspector Dialog#Buttons|Insert parent button]]
* Grip-drag on a component's property with the [[ProtoFlux Tool]] and open your Context Menu to create a [[ProtoFlux]] node for that component.
* [[Scene Inspector Dialog#Buttons|Add child button]]
* The trash can next to a component name will delete that component.
* [[Scene Inspector Dialog#Buttons|Duplicate button]]
* The green duplicate button next to a component name will duplicate the component.
* [[Scene Inspector Dialog#Buttons|Set root button]]
* The circle with a slash through it to the right of a reference field will clear that field (change from a reference to null).
* Slot properties
* The upward pointing arrow to the left of a reference field will open a new scene inspector dialog for the referenced object.
* Component list
* Attach Component button
 
===== Slot Properties: =====
 
* Slot name
** The name of the slot. This is what you will see in the world hierarchy.
** Use the Ø button to null the field.
* Slot parent
** The parent of the selected slot.
** Use the Ø button to set the slot parent to the [[Root|world root]].
* Slot tag
** Slot tag is a string variable assigned to every slot.
** Default is null.
** Use the Ø button to null the field.
* Slot active bool
** Boolean indicating if the selected slot and its children are active.
** Inactive slots will deactivate most components.
** Inactive slots and its children will be slightly darker in the world hierarchy.
* Slot persistent bool
** Boolean indicating if the selected slot and its children are persistent.
** If a slot is non-persistent it will not save with the world/item; it will not persist.
** Non-persistent slots and its children will be orange in the world hierarchy.
* Slot position
** [[Type:Float3|float3]] value notating its x, y, and z coordinates relative to its parent slot.
* Slot rotation
** [[Type:FloatQ|floatq]] value notating its euler x, y, and z rotation relative to its parent slot.
* Slot scale
** [[Type:Float3|float3]] value notating its x, y, and z scale relative to its parent slot.
* Slot order offset
* X, Y, and Z coordinate space key
** X: +Right -Left
** Y: +Up -Down
** Z: +Forward -Backward
* Reset slot TRS buttons
** Position
*** Reset to (0, 0, 0)
** Rotation
*** Reset to (0, 0, 0)
** Scale
*** Reset to (1, 1, 1)
* Create Pivot At Center button
** This will create an empty object parent at the center of the selected slot's [[Bounding Box|bounding box]].
* Jump To button
** This will teleport you near the selected item.
* Bring To button
** This will teleport the selected item in front of or near you.
* Parent Under buttons
** Local User Space
*** Parent the selected slot under the same slot that your [[user]] is parented to.
** World Root
*** Parent the selected slot under the [[Root|world root]]
 
===== Component List: =====
The component list is a scrollable area that displays all components attached to the currently selected slot.
 
All components will have:
 
* Component name and type if applicable
** Example: ValueCopy<int> where [[ValueCopy (Component)|ValueCopy]] is the component name and [[Type:Int|int]] is the datatype.
* Duplicate button
** Will duplicate the component onto the same slot.
* Destroy button
** Will remove the component


== Buttons == <!--T:6-->
== Buttons == <!--T:6-->

Revision as of 04:02, 18 January 2024

Scene inspector window being divided in two columns. On the left the hierarchy of the object and the right showing all the components on the selected slot
The Scene Inspector as seen in Resonite, with a slot containing a Box Mesh selected

Scene Inspector

The scene inspector is used to navigate all objects in a world and view and edit the properties of any object. The scene inspector will let you modify absolutely anything in your current world. This includes things that could break how you interact with the world, so use caution when changing things that you are not familiar with; especially things on the root slot. You can always quit and come back to reset everything though; you won't break anything permanently unless you save changes to the world, so feel free to experiment.

Basic Layout of Scene Inspector:

Left Pane

Scene Hierarchy:
  • Double-trigger-click a slot to select it. The currently selected item's name will be colored yellow. The item will also be selected in the world.
  • Drag a slot using the grip button and release it on top of a different item to move it. This re-parents the dragged item.
  • Dragging a slot with grip can also be used to open a new scene inspector by using the grip button on the controller to grab the slot, and then pressing the trigger.
  • You can reference a slot in ProtoFlux by taking a ProtoFlux tool, grabbing the slot with it, opening the context menu, and clicking "Reference".
  • Slots with a filled circle in front of them have no children.
  • Slots with a box with an arrow in front of them have children; click the box to expand the hierarchy of that slot and show that slot's children.
  • Slots with a downward pointing arrow are expanded; click the arrow to collapse.
  • To go up one level in the hierarchy, click the root up button. Note that this does not change the selected slot, you will have to double-trigger-click to change the selection.
  • To navigate to the root of the current object, click the object root button. The root of an object is defined using components.
  • To set the current slot as the base of the visible hierarchy in the inspector, click the set root button. Viewing the hierarchy from the root can cause lag, so this can help with performance. Also, in deep hierarchies the item names can get small and hard to read, and resetting the visible hierarchy will help with that.
  • Orange colored items are not persistent and won't be saved when the world is saved.

Right Pane

Slot Properties:
  • Slot name
    • The name of the slot. This is what you will see in the world hierarchy.
    • Use the Ø button to null the field.
  • Slot parent
    • The parent of the selected slot.
    • Use the Ø button to set the slot parent to the world root.
  • Slot tag
    • Slot tag is a string variable assigned to every slot.
    • Default is null.
    • Use the Ø button to null the field.
  • Slot active bool
    • Boolean indicating if the selected slot and its children are active.
    • Inactive slots will deactivate most components.
    • Inactive slots and its children will be slightly darker in the world hierarchy.
  • Slot persistent bool
    • Boolean indicating if the selected slot and its children are persistent.
    • If a slot is non-persistent it will not save with the world/item; it will not persist.
    • Non-persistent slots and its children will be orange in the world hierarchy.
  • Slot position
    • float3 value notating its x, y, and z coordinates relative to its parent slot.
  • Slot rotation
    • floatq value notating its euler x, y, and z rotation relative to its parent slot.
  • Slot scale
    • float3 value notating its x, y, and z scale relative to its parent slot.
  • Slot order offset
  • X, Y, and Z coordinate space key
    • X: +Right -Left
    • Y: +Up -Down
    • Z: +Forward -Backward
  • Reset slot TRS buttons
    • Position
      • Reset to (0, 0, 0)
    • Rotation
      • Reset to (0, 0, 0)
    • Scale
      • Reset to (1, 1, 1)
  • Create Pivot At Center button
    • This will create an empty object parent at the center of the selected slot's bounding box.
  • Jump To button
    • This will teleport you near the selected item.
  • Bring To button
    • This will teleport the selected item in front of or near you.
  • Parent Under buttons
    • Local User Space
      • Parent the selected slot under the same slot that your user is parented to.
    • World Root
Component List:

The component list is a scrollable area that displays all components attached to the currently selected slot.

All components will have:

  • Component name and type if applicable
    • Example: ValueCopy<int> where ValueCopy is the component name and int is the datatype.
  • Duplicate button
    • Will duplicate the component onto the same slot.
  • Destroy button
    • Will remove the component

Buttons

Icon Name Use
Red trash bin Destroy Destroys the slot and its children
Red recycling icon Destroy Preserving Assets Destroys the slot and its children, but moves things like materials and meshes out first so that they aren't lost
Green arrow pointing up then right to a purple line with a green plus Insert Parent Inserts an empty slot as a parent of the currently selected slot. The parent gets the position, rotation, and scale of the slot, and the slot's position, rotation and scale are reset.
Green arrow pointing down then right to a purple line with a green plus Add Child Adds an empty slot as a child of the currently selected slot
Green copy icon Duplicate Creates a copy of the currently selected slot
Two white arrows pointing to a purple line from above and below Set Root Sets the currently selected slot as the root of the hierarchy view. Useful for drilling down into deeply nested hierarchies.
Orange pin Pin Pins the inspector to you, making it move when you move around (excluding movement around your playspace)
Red circle X mark Close Closes the inspector
White arrow pointing up with two purple lines on its side Object Root Focuses the hierarchy on the object root for the current selected slot (e.g. a User slot, an avatar root slot, etc.)
Small white arrow with a purple line on top and a white line on the bottom Root Up Focuses the hierarchy on the parent of the current root, thus moving up one level