# Scene Outliner

A panel that lists every object in the current scene. Lock, hide, pin, rename, or duplicate without ever touching the viewport.

## Watch

<https://www.youtube.com/watch?v=tan2ncQ\\_N5o>

![Scene Outliner panel docked on the left showing object hierarchy in an underwater scene with whale, fish, and mangroves](/files/N6f0Z1HTGUn6h0ZPDT09)

## What it does

Five objects in, picking the one you want by clicking the viewport gets slow. Twenty objects in, an object that spawned outside the camera frame is functionally lost – the user-testing notes have plenty of *"I lost my building"* stories to back that up. The Scene Outliner is what fixes it: the panel that lists every object the scene contains, in a tree that mirrors whatever parenting and grouping you've set up. If you've worked in Maya or Blender, it's the same idea – act on items by name and structure instead of hunting in the viewport. Most actions you'd take from the contextual menu of a viewport-selected object are here too, and a few are outliner-only (pin, group-level icon tools, hide-by-row).

## How to use it

The outliner lives in the Build-mode left rail, under **Project → Scene Outliner**. Open it once and it stays open across project sessions.

1. **Find an object.** Scroll the tree, or hover a row to highlight the object in the viewport. Click the row to select.
2. **Show or hide.** Click the eye icon. The object stays in the scene but disappears from the viewport and from the visualizer's prompt context. Useful for staging shots that don't need every prop in frame.
3. **Lock.** Click the lock icon. A locked object can't be selected from the viewport or the outliner – you'll have to unlock it first to edit. Lock the terrain and the populator backbone before you start moving things around, and you'll stop dragging the world by accident.
4. **Pin.** Click the pin icon. Pinned rows stay at the top of the tree as the scene grows. Use it for the few hero objects you keep coming back to.
5. **Rename or edit details.** Right-click a row to open the same details panel you'd get from the viewport: name, description, image reference, LoRA.
6. **Duplicate.** Right-click → Duplicate. The duplicate inherits the original's parent.

### Working with groups

Sets, populators, and parent-attached objects appear as collapsible groups. A group row carries the same per-row icon tools that object rows have: an ellipsis (`...`) menu for Edit Details, Duplicate, and Delete; a visibility toggle (eye); and a lock toggle. Expand a group with the disclosure triangle to act on individual children.

**Eye and lock cascade to children.** Click the eye on a group row to hide every editable child in the group at once; click again to show them all. Same for the lock. The cascade is a single undo step, so one Cmd+Z restores the prior state.

**Mixed states resolve to the engaged side.** If any child in a group is visible, the group eye reads open. If any child is locked, the group lock reads engaged. Click the group eye once to hide the rest; click again (now all hidden) to show them all. The mental model is symmetric: any child engaged → group icon engaged → one click toggles all.

**Cameras are skipped by the cascade.** A group containing a camera plus props will hide the props on a group hide; the camera stays untouched.

**Edit Details has a live name preview.** Open Edit Details on a group, type in the name field, and the outliner row text updates per keystroke. The sort position doesn't change while you type; the persisted name only commits when you save the modal. Cancel reverts.

When the populator is expanded, the procedural-instance count shows on the row. Don't try to lock individual procedural instances; lock the populator and adjust its inputs instead. The instances are generated, not authored, and the lock would silently get overridden the next time the populator regenerates.

## Details

| Action     | Where it acts                                          |
| ---------- | ------------------------------------------------------ |
| Eye / hide | Hides from viewport and from visualizer prompt context |
| Lock       | Blocks selection from viewport and outliner            |
| Pin        | Reorders within the tree only                          |
| Rename     | Updates the name fed to the visualizer auto-prompt     |
| Duplicate  | Inherits parent, position offset                       |

The outliner reflects parent-child attachments live. Drag a row onto another row to re-parent. Drag a row out to the root level to detach.

## Limits and known issues

* **Outliner state is per-project.** The hide and pin states don't carry to other projects.
* **Hide doesn't survive a render.** Hidden objects stay out of the prompt context, but if you unhide before generating, they're back in. There's no separate "exclude from render" toggle.
* **Group-level rename isn't propagated to children.** Renaming a populator group changes the group label, not the names of the procedural instances inside it.

## Related

* [Working with objects](/build/working-with-objects.md)
* [Selection and grouping](/build/selection-and-grouping.md)
* [Sets](/build/sets.md)
* [Populators](/build/populators.md)


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