The Hierarchy Panel
The Hierarchy panel on the left is a tree view of everything in your game. It's the structural map of your project — and it's the direct equivalent of Unity's Hierarchy window, Unreal's World Outliner, and Godot's Scene dock (its node tree).
What's in the tree
The Hierarchy organizes your game into top-level groups:
- Game — overall game settings.
- Physics — the physical rules of the game (gravity, speeds, jump strength, and so on).
- SDK — integration and platform settings.
- Balance — difficulty and tuning values.
- Levels — each level in your game, which you can expand to see what it contains.
- Assets — the images and resources used by the game.
- Components — reusable pieces and behaviors.
Selecting any of these focuses the Inspector on it, so the Hierarchy and Inspector work together: pick what on the left, edit its properties on the right. This is exactly the relationship between the Hierarchy and Inspector in Unity, or the Scene tree and Inspector in Godot.
Expanding and collapsing
Groups with contents — especially Levels — can be expanded to reveal what's inside. Expand a level to see the objects placed in it. This nested structure mirrors how engines nest objects (Unity's parent/child GameObjects, Godot's child nodes).
Selecting items
Click any item in the tree to select it. The Inspector updates to show that item's properties, and if the item is a visible object, it's highlighted in the viewport too.
Two-way selection
A key convenience: selection is bidirectional. Select an object in the Hierarchy and it highlights in the viewport; click an object in the viewport and it highlights in the Hierarchy. This back-and-forth is standard in Unity, Unreal, and Godot, and it makes it easy to find and work with the right object whether you're thinking in terms of the list or the scene.
Objects under the current level
The Hierarchy shows the objects belonging to the level you're currently working on. When you switch levels (via the level tabs under the viewport), the list of objects updates to that level. This keeps the tree focused and uncluttered, showing only what's relevant to where you are.