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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.

WhatWhere
Place a scene actorMain toolbar Add → pick from the Actor group
Camera actor (current view)Tools › Camera actor — create from current view
Zone trigger + rule in one stepCtrl+Shift+T — the zone trigger wizard in World logic
Outliner · DetailsTop 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.

  1. Click Add on the main toolbar.
  2. In the Actor group, select Trigger zone — box (4×3×4).
  3. A translucent box appears in the viewport and a new row is added to the Outliner.
  4. Move it with the gizmo (W) or resize it (R).
  5. In the Scene section of the Details panel, change id to a meaningful name (for example gate_zone).
  6. In World logic, create a rule that uses this zone as its trigger.

These are the items in the Add › Actor group and their kind in scene.json.

Add itemkindMeaningOn the server
Trigger zone — box (4×3×4)triggerA box that detects entering, leaving and stayingZone check
Trigger zone — sphere (diameter 6)triggerThe same zone, only spherical (shape: sphere, size = diameter)Zone check
Spawn point — playerspawnEntry point and teleport destination (role: player)Teleport and checkpoint location
Spawn point — NPCspawnWhere an NPC appears (role: npc)Decided by the plugin
Display — block (Block Display)displayAn entity that shows a single blockBlockDisplay
Display — item model (Item Display)displayAn entity that shows a custom modelItemDisplay
Text (hologram Text Display)textText floating in the airTextDisplay
Light (level 15)lightAn invisible light source (level 0–15)light block
Camera — from current viewcameraCutscene and cinematic viewpointCamera entity
Path (3 points)pathA line connecting points (animation and cinematic path)Path points
Blocking box — invisible wall (4×3×1)blockerAn invisible wallbarrier 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.

When you select a scene actor, the Details panel shows the following sections.

SectionContents
ComponentsList of features attached to the actor · Add (see “Components” below)
ActorName · Type · Parent · Contents · Visible · Lock
Sceneid · Export (the exported kind) · Tags · Editor only · Attach to
Position · Rotation · Scale/SizeTransform. Rotation applies only to spawns, displays, text, cameras and paths; scale only to displays and text; size only to trigger zones and blocker boxes
PropertiesFields that differ per type (table below)
FieldMeaning
idThe id in scene.json. Use only letters, digits, _, . and -. It must be unique in the world.
ExportShows the form exported to the game (scene.json kind "trigger", etc.).
TagsTags separated by commas or spaces. Use them to refer to several actors as a group.
Editor onlyWhen on, the actor is not written to scene.json. Use it for work cameras and note zones.
Attach toWhen attached to another scene actor (Attach), the actor moves along when you move the parent.
TypeProperties
Trigger zoneShape (box · sphere)
SpawnRole (player · NPC · mob · custom) · Target (entity id for npc · mob)
DisplayType (block · item model) · block or model · item model id · Billboard · Brightness (-1 = ambient light) · Visible at start · Glow · Glow color
TextText (multiline) · Text color · Background · Billboard · Alignment · Line width · Visible at start · Shadows · Visible through walls
LightBrightness (0–15) · On at start
CameraField of view (FOV, 30–110) · Look through · Snap to current view · New camera
PathClosed path · point list · Point at end · Point between · Delete selected point
Blocker boxMode (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.

ModeOn the server
barrierFills the empty cells inside the box with barrier blocks.
pushUses 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.

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.

ComponentScene actor it createsUse
Trigger volumetriggerA zone the size of the actor bounds (+ margin)
Blocking volumeblockerAn invisible wall the size of the actor bounds
Interactabletrigger (click box)Runs a rule on right-click — the target of the Right-click actor trigger
Sound emittersoundA sound played at the actor’s position
LightlightA light source above the actor’s top face
Text displaytextHologram text above the actor
Tags—Enter actor tags
Logic—List of rules that use this actor + Add rule
  • The id of a scene actor created by a component is <actor id>.<component id> (for example door.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).

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.

ActionResult
ClickSelects that actor. For a block actor, its blocks are selected.
Ctrl+clickAdds or removes one at a time.
Shift+clickSelects a range from the last clicked row.
Double-clickSelects and frames the camera on it.
Eye · lockToggles visibility and lock. For a folder, applies to all descendants.
Drag a row onto a folderMoves it into that folder. Dropping it on the world row moves it to the top level.
Drag a row onto a scene actorAttaches it to that actor (moves together).
← · →Collapse and expand when there are very many rows
ItemWhat it does
SelectionSelects that actor.
Frame cameraFrames the camera on that actor.
RenameStarts editing the name.
DuplicateDuplicates it beside itself on the X side.
DeleteDeletes the actor and its blocks and props.
New folderCreates a new folder inside the selected folder.
Set as active folderMakes new actors go into this folder.
Move to world rootTakes it out of its folder or parent.
Group into new folderGroups the selected actors into one new folder.
Merge actorsMerges 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 actorsDeletes 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.

OptionLocationMeaning
Show empty actors tooFilter button above the OutlinerActors with no blocks or props are also listed.
Trigger zonesViewport show flagToggles the display of trigger zones, blocker boxes and components.
Show zones · blocking boxes in viewportWorld logic panel ZonesSame as the show flag above.
KeyAction
F2Rename (when the Outliner has focus; elsewhere it switches to the Unlit view mode)
Ctrl+GGroup the selected actors into a new folder
Ctrl+DDuplicate the actors selected in the Outliner
DeleteDelete the selected scene actors (when there is no block selection)
FFrame the camera on the selection
W · E · RGizmo move · rotate · scale
Alt+drag gizmoDuplicate while moving
Ctrl+ZUndo (including rename, merge and component changes)
  • Changing an id does not automatically update the rules and tracks that used that id. Decide on ids before you create rules.
  • Changing a component id does not fix the old derived id written in rules.
  • You cannot edit a locked actor in the Details panel.
  • A scene actor must be within the X · Z range of a .npbuild to be included in that piece’s scene.json. Height is not checked.
  • A Display — item model is visible in the game only if the model is included in the resource pack.