Scene actors and Outliner
Scene actors are actors used for gameplay. They have no blocks, only a position, a direction and properties. The server plugin NP Scene receives them through scene.json and turns them into real entities and blocks. World logic rules and Sequencer tracks refer to scene actors by id.
The Outliner shows every actor in the world (block groups, scene actors, folders) one per row. The Details panel edits the properties of the selected actor.
How to open
Section titled “How to open”| What | Where |
|---|---|
| Place a scene actor | Main toolbar Add → pick from the Actor group |
| Camera actor (current view) | Tools › Camera actor — create from current view |
| Zone trigger + rule in one step | Ctrl+Shift+T — the zone trigger wizard in World logic |
| Outliner · Details | Top right and bottom right in the default layout. If you closed them, turn them on from the Window menu |
Add places the actor in the cell under the mouse. If the mouse is outside the viewport, it places it where the center of the screen points. You can type a name or an English word (trigger, camera, etc.) in the search box to pick an item.
Quick start
Section titled “Quick start”- Click Add on the main toolbar.
- In the Actor group, select Trigger zone — box (4×3×4).
- A translucent box appears in the viewport and a new row is added to the Outliner.
- Move it with the gizmo (W) or resize it (R).
- In the Scene section of the Details panel, change
idto a meaningful name (for examplegate_zone). - In World logic, create a rule that uses this zone as its trigger.
Scene actor types
Section titled “Scene actor types”These are the items in the Add › Actor group and their kind in scene.json.
| Add item | kind | Meaning | On the server |
|---|---|---|---|
| Trigger zone — box (4×3×4) | trigger | A box that detects entering, leaving and staying | Zone check |
| Trigger zone — sphere (diameter 6) | trigger | The same zone, only spherical (shape: sphere, size = diameter) | Zone check |
| Spawn point — player | spawn | Entry point and teleport destination (role: player) | Teleport and checkpoint location |
| Spawn point — NPC | spawn | Where an NPC appears (role: npc) | Decided by the plugin |
| Display — block (Block Display) | display | An entity that shows a single block | BlockDisplay |
| Display — item model (Item Display) | display | An entity that shows a custom model | ItemDisplay |
| Text (hologram Text Display) | text | Text floating in the air | TextDisplay |
| Light (level 15) | light | An invisible light source (level 0–15) | light block |
| Camera — from current view | camera | Cutscene and cinematic viewpoint | Camera entity |
| Path (3 points) | path | A line connecting points (animation and cinematic path) | Path points |
| Blocking box — invisible wall (4×3×1) | blocker | An invisible wall | barrier blocks or push-out |
Sound emitters are in the Sound group of Add (Campfire crackle, Wind, Empty sound emitter, etc.). They are exported to scene.json as kind: "sound".
An id is first assigned as <kind>_<number> (for example trigger_1). Rules and tracks refer to the actor by this string.
Details panel
Section titled “Details panel”When you select a scene actor, the Details panel shows the following sections.
| Section | Contents |
|---|---|
| Components | List of features attached to the actor · Add (see “Components” below) |
| Actor | Name · Type · Parent · Contents · Visible · Lock |
| Scene | id · Export (the exported kind) · Tags · Editor only · Attach to |
| Position · Rotation · Scale/Size | Transform. Rotation applies only to spawns, displays, text, cameras and paths; scale only to displays and text; size only to trigger zones and blocker boxes |
| Properties | Fields that differ per type (table below) |
Scene section
Section titled “Scene section”| Field | Meaning |
|---|---|
| id | The id in scene.json. Use only letters, digits, _, . and -. It must be unique in the world. |
| Export | Shows the form exported to the game (scene.json kind "trigger", etc.). |
| Tags | Tags separated by commas or spaces. Use them to refer to several actors as a group. |
| Editor only | When on, the actor is not written to scene.json. Use it for work cameras and note zones. |
| Attach to | When attached to another scene actor (Attach), the actor moves along when you move the parent. |
Properties by type
Section titled “Properties by type”| Type | Properties |
|---|---|
| Trigger zone | Shape (box · sphere) |
| Spawn | Role (player · NPC · mob · custom) · Target (entity id for npc · mob) |
| Display | Type (block · item model) · block or model · item model id · Billboard · Brightness (-1 = ambient light) · Visible at start · Glow · Glow color |
| Text | Text (multiline) · Text color · Background · Billboard · Alignment · Line width · Visible at start · Shadows · Visible through walls |
| Light | Brightness (0–15) · On at start |
| Camera | Field of view (FOV, 30–110) · Look through · Snap to current view · New camera |
| Path | Closed path · point list · Point at end · Point between · Delete selected point |
| Blocker box | Mode (barrier · push) · Target (players only · all entities) · Visible in editor · On collide… |
When Visible at start is off, the actor starts hidden in the game. Use the world logic action Show actor to make it appear. In the editor it is shown translucent.
The blocker box modes are as follows.
| Mode | On the server |
|---|---|
barrier | Fills the empty cells inside the box with barrier blocks. |
push | Uses no blocks; pushes out whatever enters the box (players or all entities, depending on the target). |
In editor Play, the walking body collides with both modes.
Components
Section titled “Components”A component is a bundle of features attached to an actor. You can also attach components to block actors such as a door or statue built from blocks. Attach them with Add in the Components section at the top of the Details panel.
| Component | Scene actor it creates | Use |
|---|---|---|
| Trigger volume | trigger | A zone the size of the actor bounds (+ margin) |
| Blocking volume | blocker | An invisible wall the size of the actor bounds |
| Interactable | trigger (click box) | Runs a rule on right-click — the target of the Right-click actor trigger |
| Sound emitter | sound | A sound played at the actor’s position |
| Light | light | A light source above the actor’s top face |
| Text display | text | Hologram text above the actor |
| Tags | — | Enter actor tags |
| Logic | — | List of rules that use this actor + Add rule |
- The
idof a scene actor created by a component is<actor id>.<component id>(for exampledoor.interact). - When you move a block actor, the component positions follow.
- Each component has an enable checkbox. When off, it is left out of export and Play.
- You can attach up to 32 components per actor. Interactable, Tags and Logic are limited to one each.
- Add rule in Logic pre-fills a trigger that matches the target (Interactable → Right-click actor, Trigger volume → On zone enter, Blocking volume → On collide).
Outliner
Section titled “Outliner”The columns of an Outliner row are name, type, eye (visibility), lock and block count. At the top are the search box, a New folder button and a Show empty actors too button.
| Action | Result |
|---|---|
| Click | Selects that actor. For a block actor, its blocks are selected. |
| Ctrl+click | Adds or removes one at a time. |
| Shift+click | Selects a range from the last clicked row. |
| Double-click | Selects and frames the camera on it. |
| Eye · lock | Toggles visibility and lock. For a folder, applies to all descendants. |
| Drag a row onto a folder | Moves it into that folder. Dropping it on the world row moves it to the top level. |
| Drag a row onto a scene actor | Attaches it to that actor (moves together). |
| ← · → | Collapse and expand when there are very many rows |
Right-click menu
Section titled “Right-click menu”| Item | What it does |
|---|---|
| Selection | Selects that actor. |
| Frame camera | Frames the camera on that actor. |
| Rename | Starts editing the name. |
| Duplicate | Duplicates it beside itself on the X side. |
| Delete | Deletes the actor and its blocks and props. |
| New folder | Creates a new folder inside the selected folder. |
| Set as active folder | Makes new actors go into this folder. |
| Move to world root | Takes it out of its folder or parent. |
| Group into new folder | Groups the selected actors into one new folder. |
| Merge actors | Merges the selected block actors into the last clicked one. |
| Save as prop (prefab) | Saves only that actor’s blocks and props as a prefab. |
| Clean up empty actors | Deletes actors that have no blocks or props. |
Since 0.9.7: Merge actors and Save as prop (prefab) were added. Place saved prefabs again from Prefabs in the Content Browser. For details, see Prefabs.
Options
Section titled “Options”| Option | Location | Meaning |
|---|---|---|
| Show empty actors too | Filter button above the Outliner | Actors with no blocks or props are also listed. |
| Trigger zones | Viewport show flag | Toggles the display of trigger zones, blocker boxes and components. |
| Show zones · blocking boxes in viewport | World logic panel Zones | Same as the show flag above. |
Shortcuts
Section titled “Shortcuts”| Key | Action |
|---|---|
| F2 | Rename (when the Outliner has focus; elsewhere it switches to the Unlit view mode) |
| Ctrl+G | Group the selected actors into a new folder |
| Ctrl+D | Duplicate the actors selected in the Outliner |
| Delete | Delete the selected scene actors (when there is no block selection) |
| F | Frame the camera on the selection |
| W · E · R | Gizmo move · rotate · scale |
| Alt+drag gizmo | Duplicate while moving |
| Ctrl+Z | Undo (including rename, merge and component changes) |
Tips / notes
Section titled “Tips / notes”- Changing an
iddoes not automatically update the rules and tracks that used thatid. Decide onids before you create rules. - Changing a component
iddoes not fix the old derivedidwritten in rules. - You cannot edit a locked actor in the Details panel.
- A scene actor must be within the X · Z range of a
.npbuildto be included in that piece’sscene.json. Height is not checked. - A Display — item model is visible in the game only if the model is included in the resource pack.