Object Browser and Inspector
Every object that can be placed on an Unturned™ map is selected from the object browser panel and configured through the inspector panel. These two panels form the core of the object placement workflow. The browser is the catalog of every object available for placement - buildings, furniture, barricades, storage containers, lighting fixtures, decorations, vehicle spawners, spawn points, navigation volumes, and effects. The inspector is the property editor that displays and modifies the transform values, material assignments, and type-specific properties of each placed object.
This article is a procedural tutorial covering both panels in depth. It documents the browser's layout, category structure, search and filter syntax, favorites system, and placement workflow. It then covers the inspector panel's property groups, value types, editing controls, and property persistence behavior. The article assumes the reader is familiar with the editor viewport and the transform tools documented in the preceding articles.

Prerequisites
- Familiarity with the Level Editor viewport and toolbar, as documented in Level Editor UI and Navigation.
- Familiarity with the transform tools (move, rotate, scale) documented in Editor Tools and Snapping.
- A map open in the editor. The object browser requires an active map with initialized terrain data.
- The map must have at least one valid master bundle loaded. Objects from mods do not appear in the browser if their master bundle is missing.
What you will learn
- How to open, close, resize, and navigate the object browser panel.
- How to browse objects by category and understand the category tree structure.
- How to use the search bar and filter syntax to find objects quickly.
- How to add and manage favorite objects for rapid access.
- How to place objects from the browser onto the map.
- How to use the inspector panel to view and edit object properties.
- How to edit transform values, material overrides, and type-specific properties in the inspector.
- How to diagnose and resolve the most common browser and inspector issues.
Background: how the object system loads into the browser
The object browser does not display a static list. It compiles its contents at editor startup by scanning every loaded asset bundle for objects with the UseablePlaceable script component. Objects from the vanilla game are always present because the vanilla bundles are loaded as part of the game client. Objects from mods appear only when the mod's master bundle is present in the map's Bundles/ folder or in the global Bundles/ directory.
Each object in the browser is defined by two files on disk: an object .dat file that defines the object's identity, transforms, and behavior fields, and a Unity prefab within a master bundle that defines the object's visual mesh, materials, and collision geometry. The browser reads the object's display name and icon from the master bundle at scan time.
As shown in the flowchart above, the browser population happens once at editor startup. If a new master bundle is added while the editor is running, the editor must be restarted for the new objects to appear in the browser.
Object browser panel layout
The object browser panel is a two-column panel that appears on the left side of the screen by default. It can be opened and closed with the O key.
Category tree
The left column of the panel displays a tree of categories. Each category is a collapsible node that contains related object types. The default categories are:
| Category | Contents |
|---|---|
| Buildings | Houses, sheds, barns, industrial buildings, building components, walls, floors, roofs |
| Furniture | Tables, chairs, shelves, beds, counters, cabinets |
| Barricades | Sandbags, barbed wire, metal sheets, defensive structures, traps |
| Storage | Crates, lockers, cabinets, loot containers, safes |
| Lighting | Lamps, ceiling lights, wall lights, emergency lighting, street lamps |
| Decorations | Signs, posters, plants, rubble, cosmetic items, statues |
| Vehicles | Car spawners, helicopter spawners, boat spawners, bicycle spawners |
| Spawns | Zombie spawn points, item spawn points, animal spawn points, vehicle spawn points |
| Navigation | Waypoints, volume boxes, safezone volumes, teleport volumes, arena volumes |
| Effects | Particle systems, sound emitters, visual effect objects |
| Favorites | User-marked favorite objects (populated by the user) |
On-screen appearance: The category tree shows expandable nodes with a folder icon. Clicking a category name expands or collapses it. The currently selected category is highlighted. Categories with no objects in the current loaded bundle set are grayed out.
Object list
The right column of the panel displays the objects in the currently selected category. Each row in the list shows:
- A thumbnail icon of the object
- The object's display name
- A brief description line
On-screen appearance: The object list is a scrollable vertical list. Each row has a fixed height. The thumbnail icon is 32 by 32 pixels. The description line is truncated with an ellipsis if the text exceeds the panel width.
Panel resizing
The object browser panel can be resized by clicking and dragging its right edge. A wider panel shows more of the description text. A narrower panel shows only the icon and name. The minimum panel width is approximately 200 pixels.
Category navigation
Expanding and collapsing categories
Clicking a category name expands or collapses it in the tree. Multiple categories can be expanded simultaneously. The expanded state is preserved within the current editor session but resets when the editor is closed.
Empty categories
Categories that contain no objects are shown with a dimmed icon and the text "No objects" in the object list area. Empty categories occur when the map does not have the required master bundles loaded for that category's objects.
Category count
The category tree shows the number of objects in each category in parentheses after the category name. For example, "Buildings (24)" indicates that the Buildings category contains 24 object entries.
Search and filtering
The search bar is located at the top of the object browser panel. It supports name search and filter syntax for narrowing down the object list.
Name search
Typing in the search bar filters both the category tree and the object list in real time. The search matches partial strings against the object's display name. Typing "cab" matches objects with "Cabin", "Cabinet", and "Cable" in their names.
On-screen appearance: As text is typed into the search bar, the object list updates immediately to show only matching objects. Non-matching categories are grayed out but remain expanded. The search bar shows a clear button (X) when text is present. Clearing the search bar restores the full list.
Filter syntax
The search bar supports a filter syntax that refines the search beyond name matching:
| Prefix | Filter behavior | Example |
|---|---|---|
# | Filter by object type tag | #building shows only objects tagged as buildings |
@ | Filter by source mod name | @vanilla shows only objects from the vanilla game |
$ | Filter by category path | $Furniture shows only objects in the Furniture category |
! | Exclude matching names | !test excludes objects with "test" in their names |
Filters can be combined. #building @vanilla $Buildings shows only vanilla building objects in the Buildings category.
Search result count
The status bar at the bottom of the editor shows the number of search results when the search bar is active. The format is "N results" where N is the number of objects matching the current search criteria.
Failure mode: search bar produces no results
If the search bar shows no results for a term that should match known objects, the most likely cause is that the search term is misspelled or the objects are not loaded. Verify the spelling. If the spelling is correct, verify that the map's master bundles are loaded by checking the editor console for bundle loading errors.
Favorites system
The favorites system allows marking objects for quick access without navigating the category tree.
Adding a favorite
Each object row in the browser shows a star icon at the right edge of the row. Clicking the star icon toggles the favorite state. A filled star indicates the object is a favorite. An empty star indicates it is not.
On-screen appearance: The star icon changes from an outline (not favorited) to a filled shape (favorited) when clicked. The change is immediate and is saved to the editor configuration file.
Favorites category
Favorited objects appear in a special Favorites category at the top of the category tree. The Favorites category is always visible even if no objects are favorited, but it is empty until at least one object is marked as a favorite.
Favorites persistence
The favorites list persists across editor sessions. It is stored in the editor configuration file located at:
%USERPROFILE%\Documents\My Games\Unturned\Config\EditorConfig.jsonIf the editor configuration file is deleted or reset, the favorites list is cleared.
Failure mode: favorites not persisting
If favorites are not preserved between editor sessions, the editor configuration file may be read-only or the file may be corrupted. Close the editor, navigate to the Config directory, and verify that EditorConfig.json has write permissions. If the file is corrupted, delete it and recreate the favorites list. The editor regenerates the configuration file on the next launch.
Placing objects from the browser
The placement workflow is a multi-step process that transitions the cursor from a free-moving pointer to a placement preview.
Step-by-step: placing an object
Step 1: Open the object browser panel with O.
Step 2: Navigate to the desired object by expanding categories, using the search bar, or selecting from the Favorites category.
Step 3: Click the object in the list to select it. The cursor changes to a placement preview showing the object at its intended position. The object name appears in the status bar.
Step 4: Move the mouse to position the preview at the desired location on the terrain. The preview updates in real time as the mouse moves.
Step 5: Left-click to place the object. The object is added to the level and appears in the viewport at the clicked position. The inspector panel updates to show the newly placed object's properties.
Step 6: Repeat steps 3 through 5 for additional objects of the same type. The object remains selected in the browser until a different object is chosen. Press Esc to exit the placement mode without placing an object.
On-screen appearance: The placement preview is a semi-transparent version of the object that shows exactly where the object will be placed. The preview updates in real time as the mouse moves. Valid placement positions show a green tint. Invalid positions (object overlapping another object, object outside the map boundary, object base not touching terrain) show a red tint.
Placement preview orientation
The placement preview shows the object at its default rotation. The object's rotation can be adjusted before placement by holding Shift and scrolling the mouse wheel. Each scroll step rotates the object by 15 degrees around the Y axis. The rotation is applied to the object upon placement.
Placement on uneven terrain
When placing objects on uneven terrain, the object's base follows the terrain surface normal. The object tilts to match the terrain angle. For objects that should remain upright regardless of terrain angle (such as buildings and furniture), the prefab must be authored with a vertical alignment constraint.
Failure mode: placement preview always shows red
If the placement preview shows a red tint at all cursor positions, the most likely cause is that the object is too large for the map boundary or the map has no valid terrain surface at the cursor position. Verify that the cursor is over the terrain and that the object's bounding box fits within the map boundary. If the object is a navigation volume or a trigger volume, it may require a specific placement context (such as inside a safezone).
Inspector panel
The inspector panel displays the properties of the currently selected object, terrain tile, or spawn point. The panel updates in real time as different objects are selected.
Opening the inspector
The inspector panel is always visible on the right side of the screen when the editor is active. If the inspector panel is closed, it can be reopened by pressing I or by clicking the Inspector toggle icon in the toolbar.
Properties displayed
The inspector panel shows the following property groups for a selected object:
| Property group | Fields | Description |
|---|---|---|
| Identity | Name, GUID, Asset path | The object's identifier, its globally unique ID, and the path to its asset definition |
| Transform | Position (X, Y, Z), Rotation (X, Y, Z), Scale (X, Y, Z) | The object's world-space position, Euler rotation, and uniform or per-axis scale |
| Materials | Material palette override, Color tint | The object's material assignment and an optional color tint override |
| Spawn data | Table assignment, Density, Respawn time | Relevant only for spawn point objects; assigns spawn tables and density settings |
| Object-specific | Varies by object type | Per-object-type properties such as item count for storage containers, aggro range for zombie spawns, or vehicle type for vehicle spawners |
Property value types
The inspector panel supports several value types, each displayed with a different editor control:
| Value type | Editor control | Example |
|---|---|---|
| Float (single) | Numeric input field; supports click-drag adjustment | Position X: 12.50 |
| Float (triple) | Three linked numeric fields for X, Y, Z | Position: 12.5 0.0 -8.3 |
| Integer | Numeric input field; click-drag not supported | Layer index: 2 |
| Text | Text input field with character limit | Name: Warehouse_A |
| Boolean | Checkbox toggle | Is Locked: false |
| Dropdown | Dropdown list selection | Difficulty: Normal |
| Color | RGB color picker with hex input | Tint: FFA500 |
| Asset reference | Asset browser button (opens in object browser) | Material: Brick_01 |
Editing property values
Property values in the inspector panel are editable. Click on any numeric field to type a new value, or click and drag left or right on a numeric field to adjust it in real time. Dragging left decreases the value. Dragging right increases the value. Some fields support in-place editing: clicking a text field allows typing a new value directly.
On-screen appearance: Editable fields have a light background. Non-editable fields have a gray background. Numeric fields show the current value with up to two decimal places. Text fields show the full text content with an ellipsis if the text is too long to display.
Property persistence
Property changes made in the inspector panel are applied immediately to the object in memory but are not saved to disk until the map is saved. If the editor crashes or is closed without saving, inspector changes are lost.
Failure mode: inspector panel shows no properties
If the inspector panel is empty after selecting an object, the most likely cause is that the selected object is not fully loaded. This occurs when the object's asset definition file (.dat) is missing or malformed. Verify that the object's .dat file exists in the correct location under the game's Bundles/ tree or the map's mod folder. If the object is a modded asset, confirm that the mod's master bundle is loaded.
A second cause is that the selected element is the terrain itself rather than a placed object. The inspector panel shows terrain properties only when the Terrain panel is active. When the terrain is selected without the Terrain panel active, the inspector panel appears empty.
Renaming placed objects
The inspector panel's Name field allows assigning a custom name to any placed object. Naming objects is purely organizational and has no effect on gameplay. The name is stored in Objects.dat and appears in the editor console output when the object is referenced.
Naming conventions
The 57 Studios™ cohort recommends a prefix convention for object names that makes object identification faster during later editing sessions:
| Prefix | Object type | Example |
|---|---|---|
| Bldg_ | Buildings and structures | Bldg_Warehouse_A |
| Furn_ | Furniture | Furn_Table_Wood_01 |
| Spawn_ | Spawn points | Spawn_Zombie_Patrol_01 |
| Light_ | Lighting fixtures | Light_Street_03 |
| Dec_ | Decorations | Dec_Poster_Movie_02 |
| Nav_ | Navigation volumes | Nav_ Safezone_TownCenter |
| Stor_ | Storage containers | Stor_Crate_Warehouse_B |
Color tint override
The inspector panel's color tint field allows applying a color overlay to the selected object. The tint is applied as a multiply operation on the object's material colors.
Setting a color tint
Click the color swatch in the Materials property group. The color picker dialog opens, showing an RGB color wheel and a hex value input field. Select a color and confirm. The object's materials update in real time to show the tinted appearance.
Removing a color tint
Set the color to pure white (hex value FFFFFF) to remove the tint and restore the object's original material colors.
Failure mode: color tint not visible
If the color tint does not appear on the object after applying it, the most likely cause is that the object's materials do not support color tinting. Some objects use unlit shaders or custom shaders that ignore the tint override. The color tint field only affects objects using standard lit shaders that respect the _Color shader property.
Object-specific properties
Each object type exposes type-specific properties in the inspector panel. These properties are defined in the object's .dat file and vary depending on the object's function.
Common object-specific property tables
| Object type | Type-specific properties | Description |
|---|---|---|
| Storage container | Item count, Item IDs, Lockable | The items contained in the storage and whether it requires a key |
| Zombie spawn | Zombie type, Aggro range, Difficulty | The zombie type spawned and its detection range |
| Item spawn | Table ID, Respawn time, Quantity range | The spawn table and respawn timing |
| Vehicle spawner | Vehicle type, Engine health, Color | The vehicle type spawned and its initial state |
| Safezone volume | Radius, Grace period, Cost per second | The safezone's protective radius and cost to stay inside |
| Teleport volume | Target position, Target map | The destination coordinates and optional target map |
| Sound emitter | Sound ID, Volume, Range, Loop | The sound effect and its playback parameters |
Editing object-specific properties
Object-specific properties are edited using the same controls as the general properties. Type-specific fields appear at the bottom of the inspector panel below the general property groups. Fields that are not applicable to the current object type are hidden.
Failure mode: object-specific properties not showing
If the type-specific properties for a selected object are not visible in the inspector panel, scroll down in the inspector panel. The type-specific section is at the bottom of the panel and may be out of view if the panel is not scrolled to the bottom. If the properties are still not visible after scrolling, the object's .dat file may be missing the required fields for its type.
Frequently asked questions
What is the difference between the object browser's name search and the filter syntax search?
Name search matches against the object's display name only. Filter syntax search uses prefixes (#, @, $, !) to search by type tag, mod source, category path, or exclusion. Name search is faster for finding a specific object when the name is known. Filter syntax is more precise for narrowing down a large set of objects by category or source. The two can be combined: typing #building @vanilla warehouse finds vanilla building objects with "warehouse" in their name.
Why do some objects in the browser have no thumbnail icon?
Objects without thumbnail icons are missing their icon texture in the master bundle. The object still functions correctly when placed. The missing icon indicates that the icon texture was not included when the master bundle was built in Unity. To add the icon, include the icon texture in the Unity asset bundle build and rebuild the master bundle.
What does the color tint field do to an object's appearance?
The color tint field applies a multiplicative color overlay to the object's materials. Setting the tint to red (FF0000) makes a white object appear red. Setting it to blue (0000FF) makes a white object appear blue. The effect is stronger on lighter-colored materials and weaker on darker materials. The tint does not affect the object's texture detail or normal map; only the albedo color is modified.
Can I search for objects by their GUID in the object browser?
No. The object browser search bar searches by display name and supports the filter syntax (type tag, mod source, category path) but does not search by GUID. To find an object by GUID, search for the GUID in the object's .dat files in the game's Bundles/ directory using a text search tool.
Why does the inspector panel show different properties for the same object type in different contexts?
The inspector panel shows only the properties that are relevant to the current selection context. If the same object type is selected in two different contexts (once as a standalone object and once as part of a group selection), the inspector shows different property sets. Group selection shows only the common properties of all selected objects. Individual selection shows all properties of the single object.
Can I edit the properties of an object while it is selected in the browser but before it is placed?
No. The browser selection only defines which object will be placed on the next click. The inspector panel does not show any properties until the object is placed on the map. To edit an object's default properties (such as its size or material), modify the object's .dat file directly.
How do I remove an object from the browser's Favorites list?
Click the star icon next to the object's name in the browser. The filled star changes to an outline, and the object is removed from the Favorites category. The change is immediate and persists across editor sessions. Objects can be re-added to Favorites by clicking the outline star icon again.
What is the maximum number of objects I can place on a map?
The object limit depends on the map size. Tiny maps support approximately 500 objects. Small maps support approximately 2000 objects. Medium maps support approximately 8000 objects. Large maps support approximately 25,000 objects. Insane maps support approximately 80,000 objects. Exceeding the object limit may prevent the map from loading or cause the editor to become unresponsive.
How do I identify which master bundle an object in the browser belongs to?
Select the object in the browser and look at the inspector panel after placing it. The inspector panel displays the Asset path field, which shows the path to the object's asset definition. The path includes the bundle name. Alternatively, hover over the object in the browser list and check the tooltip, which may display the source mod name if the object comes from a mod.
Can I reorder the categories in the object browser?
No. The category order in the object browser is determined by the editor and cannot be changed. The Favorites category always appears at the top. The remaining categories appear in the order determined by the editor's internal category list. Custom categories created by mod authors appear in alphabetical order after the default categories.
What does the padlock icon next to an object name in the browser indicate?
The padlock icon indicates that the object is locked and cannot be selected in the viewport. This is the same lock state that can be set through the inspector panel. Locked objects appear in the browser with the padlock icon as a visual reminder that they are protected from accidental modification.
Why does an object I placed not appear in the viewport?
The object was placed but its master bundle is not loaded. Objects from mods or the vanilla game that reference a master bundle not present in the map's Bundles folder will place successfully in the data layer but will not render in the viewport. Open the editor console (press tilde) and check for bundle loading errors. If the bundle path is incorrect, copy the required master bundle into the map's Bundles folder and restart the editor.
How do I find an object in the browser if I do not know its category?
Use the search bar. Type a partial name match. The search scans all categories simultaneously. If the object name is unknown, try searching by type tag using the # filter syntax, such as #building or #furniture.
Can I place the same object multiple times without re-selecting it in the browser?
Yes. After placing an object, the object remains selected in the browser. The next click in the viewport places another instance of the same object. The selection persists until a different object is chosen in the browser.
What does the lock icon in the inspector do?
The lock icon prevents the object from being selected in the viewport. Locked objects cannot be moved, rotated, scaled, or deleted until they are unlocked. This is useful for protecting objects that are correctly positioned and should not be accidentally modified during editing sessions.
How do I delete an object I just placed?
Select the object using Select mode (press 1) and press the Delete key. The object is removed from the level immediately with no confirmation dialog. If the object was part of a group selection, all selected objects are deleted. There is no undo function, so confirm the selection before pressing Delete.
Can I copy objects from one map to another?
The Level Editor does not support cross-map copy and paste directly. To transfer objects between maps, save the source map, open the source map's Objects.dat, extract the object entries for the desired objects, and insert them into the target map's Objects.dat. This requires understanding the Objects.dat format and is only recommended for experienced modders.
Why does the object browser show fewer objects than expected?
The object browser only shows objects from master bundles that are loaded. If a mod's master bundle is not present in the map's Bundles folder or the global Bundles directory, that mod's objects do not appear in the browser. Verify that all required master bundles are present. If the map uses vanilla objects only, verify the game files through Steam to ensure no vanilla bundles are corrupted.
How do I change the material of a placed object?
Select the object and locate the Materials property group in the inspector panel. Click the material palette override button. The material selection dialog opens, showing all available materials. Select the desired material. The object's appearance updates in real time to show the new material.
What happens to placed objects if I remove a master bundle?
Placed objects whose master bundle is removed will not render in the viewport or in-game. The object data remains in Objects.dat, but the visual mesh, textures, and collision geometry are missing. To restore the objects, re-add the master bundle to the map's Bundles folder and reload the map.
Can I edit the properties of multiple objects at the same time?
No. The inspector panel shows the properties of a single selected object. When multiple objects are selected, the inspector panel shows the transform of the group center but does not expose the individual properties of each object in the selection.
Best practices
- Use the search bar instead of browsing categories. The search bar is faster for locating specific objects and supports filtering by type tag and mod source.
- Assign descriptive names to placed objects through the inspector panel's Name field. Named objects are easier to find in
Objects.datand in server log entries. - Lock objects that are correctly positioned to prevent accidental modification during subsequent editing sessions.
- Use the favorites system for objects that are placed frequently during the current editing session.
- Verify that the object's master bundle is loaded before placing objects from a new mod. Check the editor console for bundle loading errors.
- Test every new object placement by walking around it in the editor viewport before saving.
- Keep the inspector panel open during editing to monitor the properties of selected objects.
- Use the color tint feature sparingly. Overusing color tints produces a visually inconsistent map.
- Backup the
Objects.datfile before performing bulk property edits on placed objects. - After placing objects from a new mod, save and reload the map to confirm that all objects render correctly.
Advanced considerations
Object browser with workshop mod dependencies
When a map has workshop mod dependencies, the required master bundles are specified in the map's Config.json file. The editor loads these dependencies automatically when the map is opened, and the objects from those mods appear in the browser. If a workshop dependency is missing or not installed, the objects from that mod are not available in the browser and any placed instances of those objects on the map will not render.
Custom object browser categories
The object browser's category structure is determined by the object's category field in its .dat file. Mod authors can assign custom categories to their objects by setting the Category field in the object .dat. Objects with custom categories appear in a category with that name in the browser tree. If no Category field is set, the object appears in the Uncategorized section.
Inspector property value ranges and validation
The inspector panel performs basic validation on numeric input. Values outside the valid range for a field are clamped to the nearest valid value when the field loses focus. For example, a scale value of 200 is clamped to 100 (the maximum allowed scale). The inspector does not display a warning message when clamping occurs. The clamped value is written to the object regardless of the user's intent.
Appendix A: Object browser keyboard shortcut reference
| Shortcut | Action |
|---|---|
| O | Toggle object browser panel (open/close) |
| I | Toggle inspector panel (open/close) |
| Esc | Exit placement mode without placing object |
| Shift + Scroll wheel | Rotate placement preview by 15 degrees |
| Delete | Delete selected object(s) |
| F | Focus camera on selected object |
| Ctrl+C | Copy selected object(s) |
| Ctrl+V | Paste copied object(s) |
Appendix B: Diagnostic table for browser and inspector issues
| Symptom | Root cause | Resolution |
|---|---|---|
| Object browser shows no objects | Object asset bundles not installed or corrupted | Verify game files through Steam. Reinstall if necessary |
| Object does not appear after placement | Master bundle not loaded in map's Bundles folder | Copy required master bundle and restart editor |
| Inspector panel is empty after selecting object | Object's .dat file missing or malformed | Verify .dat file exists under Bundles tree |
| Object-specific properties not visible in inspector | Inspector panel not scrolled to bottom | Scroll down in the inspector panel |
| Color tint not visible on object | Object's shader does not support color tinting | Use on standard lit shader objects only |
| Search bar shows no results | Search term misspelled or objects not loaded | Verify spelling and check bundle loading in console |
| Favorites not preserved between sessions | EditorConfig.json missing or read-only | Verify file permissions; delete and regenerate if corrupted |
| Placement preview always shows red | Object too large for map boundary or no terrain surface | Verify cursor is over terrain and object fits boundary |
| Cannot select a placed object in viewport | Object is locked | Unlock through inspector panel |
| Object appears at wrong position after paste | Snap setting changed between copy and paste | Use same snap setting for both operations |
Appendix C: External references
- Smartly Dressed Games official modding documentation - the authoritative reference for object placement and inspector configuration.
- Unturned on Steam - the Unturned store page and community hub.
- Objects and Structures Assets - the article covering custom object .dat authoring for use in the Level Editor.
How do I find all objects of a specific type on my map?
Use the object browser's search bar with the $ filter syntax to narrow by category. For example, $Lighting shows only lighting objects. After placing objects from that category, the editor does not provide a built-in way to list all placed objects of a specific type on the map. To find all instances of a specific object, search for the object's GUID or name in the Objects.dat file using a hex editor.
What is the default naming convention for objects that are placed without a custom name?
Objects placed without a custom name inherit the object's asset name as their display name in the inspector. The asset name is defined in the object's .dat file. Multiple instances of the same object placed without custom names all show the same name, making it difficult to distinguish them in the inspector. The cohort recommends always assigning a descriptive custom name to each placed object.
Cross-references
- Level File Management - the next article in this series; covers saving and loading levels, file locations, and backup recovery.
- Editor Tools and Snapping - the previous article in this series; covers transform tools for positioning placed objects.
- Level Editor UI and Navigation - the first article in this series; covers viewport and panel basics.
- Custom Map Creation: Project Setup - the prerequisite article for creating a map project.
Authoring checklist
Before concluding that the object browser and inspector are fully understood for a given map project, confirm the following:
- [ ] The object browser can be opened, closed, and resized
- [ ] Categories expand, collapse, and show accurate object counts
- [ ] The search bar filters objects by name, type tag, and mod source
- [ ] Favorites can be added, viewed in the Favorites category, and persist after restart
- [ ] Objects can be placed from the browser with correct preview behavior
- [ ] Placement preview shows green for valid and red for invalid positions
- [ ] The inspector panel shows identity, transform, materials, and object-specific properties
- [ ] Property values can be edited by typing, click-drag, and dropdown selection
- [ ] Objects can be renamed and renamed objects appear with the custom name in the inspector
- [ ] Color tint can be applied and removed
- [ ] Locked objects cannot be selected in the viewport
Why does the object browser list show the same object multiple times?
The object browser lists every object from every loaded master bundle. If the same object is included in two different master bundles that are both loaded, it appears twice in the browser. This typically occurs when a mod includes a copy of a vanilla object in its own bundle. The two entries place the same object on the map. To avoid duplicates, check the @ source filter to distinguish between vanilla and modded copies of the same object.
Document history
| Version | Date | Author | Notes |
|---|---|---|---|
| 1.0 | 2026-07-26 | 57 Studios | Initial publication. Split from Level Editor Fundamentals into standalone depth treatment. |
