Dicey Table

Reference

Inspector Fields for AI Agents

Inspector field ids for AI agents: every section the DiceyTable Inspector shows for a selected entity, with each field's kind, unit, range and class.

On this page28 sections

These are the Inspector's fields: one panel for each section it shows when an entity is selected. Each id takes the entity it belongs to, such as @entity:obj_12.

Panels in this group#

27 panels, with the id prefix inspector. The field catalogue lists every group.

Panel Label Tab Fields Actions
inspector.entity ENTITY editor 9 4
inspector.piece PIECE editor 7 0
inspector.tooltip TOOLTIP editor 5 0
inspector.container CONTAINER editor 11 8
inspector.render RENDER editor 2 0
inspector.sound-sets SOUND SETS (BUILT-IN) editor 0 0
inspector.button BUTTON editor 21 1
inspector.die DIE SETTINGS editor 2 1
inspector.rigidbody RIGIDBODY editor 8 0
inspector.collision COLLISION editor 4 2
inspector.snap-points SNAP POINTS editor 0 1
inspector.sound-overrides SOUND OVERRIDES editor 18 0
inspector.script SCRIPT editor 1 2
inspector.components Engine components editor 36 0
inspector.advanced ADVANCED editor 0 0
inspector.group-transform Group transform editor 14 3
inspector.hierarchy-folder Hierarchy folder editor 1 4
inspector.scene-check Scene check editor 0 2
inspector.asset-pack Asset pack contents editor 0 11
inspector.entities Entities editor 0 2
inspector.prefab Prefab editor 3 3
inspector.model Model asset editor 0 2
inspector.file File editor 0 2
inspector.selection SELECTION editor 2 3
inspector.scene Scene editor 1 0
inspector.template-holder FROM SEAT TEMPLATE editor 0 1
inspector.rail Inspector navigation editor 1 2

inspector.entity#

ENTITY · surface editor · target entity

How it opens: Select the entity in the Hierarchy; the ENTITY section expands.

Fields (9)

Field id Label Kind Unit Target Class Range / options Description
inspector.entity.enabled Enabled boolean — entity W — Disables the entity and every component on it (render, rigidbody, collision, …). The entity stays in the document.
inspector.entity.name Name text — entity W — Free-form display name for humans (displayName). Replicated verbatim while a card is face-up — put anything that must stay hidden in secretMetadata instead.
inspector.entity.slug Slug text — entity W — The entity's label: lowercase letters, numbers and dashes, unique in the scene (the editor slugifies and de-duplicates). Used by scripts and mods, and for a card it IS the card's identity.
inspector.entity.parent Parent entity-ref — entity W — Parent entity id, or null for none. Parenting is transform and organisation only: the child is held kinematic. For two bodies that both keep simulating, use a Joint.
inspector.entity.grabbable Grabbable boolean — entity W — Only for a parented entity. Off (default): grabbing it moves the whole assembly. On: it can be grabbed on its own while staying parented. Ignored while the assembly is welded.
inspector.entity.tags Tags tags — entity W — Author tags ([a-z0-9_-], at most 100). Platform dt: tags are added by the runtime and cannot be set here.
inspector.entity.position Position length-vec3 length entity W — World position [x, y, z] in feet. Committed as a transform intent, like the gizmo.
inspector.entity.rotation Rotation vec3 degrees entity W — Euler rotation [x, y, z] in degrees.
inspector.entity.scale Scale vec3 — entity W ≥ 0.001, ≤ 100 Scale factors [x, y, z] (unitless). With the proportion lock on, one edited axis scales all three.

Actions (4)

Action id Label Class Target Description
inspector.entity.scale-lock Lock scale proportions W — Toggle the proportional-scale lock. While on, editing one Scale axis (or dragging a scale handle) scales all three. Editor view state; nothing is saved.
inspector.entity.variant-revert Revert to base W entity The selected entity differs in the shown variant: go back to the base's version (an entity only this variant has is deleted from it). Undoable.
inspector.entity.variant-apply-all Apply to all variants W entity Give the shown variant's version of the selected entity to every variant: it becomes the base's. Undoable.
inspector.entity.variant-remove Remove from this variant W entity Take the selected entity out of the shown variant only; every other variant keeps it. Undoable.

inspector.piece#

PIECE · surface editor · target entity

How it opens: Select the entity; the PIECE platform panel (kind, surface, flip and search rules).

Fields (7)

Field id Label Kind Unit Target Class Range / options Description
inspector.piece.kind Type select — entity W card, deck, die, token, board, bag, custom, card-holder, button, table, coin The platform entity kind of a custom-model entity. Drives the sound mapping and the physics defaults.
inspector.piece.surface Surface select — entity W wood, cardboard, metal, plastic, card, tile, felt, cloth, glass, stone, generic, silent The physical surface of a custom-model entity (wood, felt, metal, …). Drives impact sounds and the derived physics baseline.
inspector.piece.flippable Flippable select — entity W auto, yes, no Whether the entity offers Flip. auto derives it from the shape (flat pieces flip, tall ones stay upright).
inspector.piece.seat Seat select — entity W ``, red, blue, green, yellow, purple, orange, pink, cyan, white, brown The seat this entity belongs to (a seat id; "" = no seat). Informational only — scripts read it as handle.seat; it does not hide the entity, put it in a hand or restrict who moves it. Disabled for seat-template entities, which take their seat from the template.
inspector.piece.paper-thickness Paper thickness (mm) number — entity W ≥ 0.05, ≤ 3, step 0.01 Cards and decks only: the thickness of one card, in millimetres. A deck stands thickness x cards tall, and cards dealt from it inherit the value. A standard playing card is 0.3.
inspector.piece.search Search select — entity W ``, nobody, owner, host, owner-and-host, anyone Decks only: who may privately search the pile. The empty value (Not set) removes the override so the zone, then the default, decides.
inspector.piece.after-search After search select — entity W ``, shuffle, preserve Decks only: what happens to the rest of the pile when a search closes. The empty value (Not set) inherits.

inspector.tooltip#

TOOLTIP · surface editor · target entity

How it opens: Select the entity; the TOOLTIP section (hover tooltip: on/off, title, description, variables).

Fields (5)

Field id Label Kind Unit Target Class Range / options Description
inspector.tooltip.enabled Show tooltip boolean — entity W — Whether hovering this entity at the table shows a tooltip. Off by default; turning it off keeps the authored text.
inspector.tooltip.title Title text — entity W — The tooltip title. {variable} and {variable|fallback} are substituted; no formatting. Empty uses the entity's name.
inspector.tooltip.description Description multiline — entity W — The tooltip body: **bold**, *italic*, [color=red]…[/color] (or #rrggbb), - bullets, line breaks, and {variable} / {variable|fallback}. Built-in variables: name, kind, value, count, owner, counters.<key>, values.<key>.
inspector.tooltip.show-details Show built-in details boolean — entity W — Also show the automatic detail lines under the description: a die's value, a deck's card count, counters, owner, Locked.
inspector.tooltip.variables Variables multiline — entity W — Default variable values, one name = value per line (numbers and true/false are typed; anything else is text). Scripts can change them at play time with setTooltipVariable.

inspector.container#

CONTAINER · surface editor · target entity

How it opens: Select a bag entity; the CONTAINER section.

Fields (11)

Field id Label Kind Unit Target Class Range / options Description
inspector.container.form Form select — entity W holder, bag holder: open scenery, pieces stay physical bodies. bag: closed, a dropped piece is absorbed into the contents list. Switching to holder drops the contents list.
inspector.container.mode Container mode select — entity W random, stack, queue Draw order of a finite bag: random, stack (last in, first out) or queue (first in, first out).
inspector.container.capacity Capacity integer — entity W ≥ 0, ≤ 1000, step 1 Maximum pieces; 0 means unlimited. A full container refuses further drops.
inspector.container.infinite Infinite boolean — entity W — Never depletes: drawing spawns a copy of one source piece. Turning it on drops the contents list; turning it off drops the source.
inspector.container.secret-contents Secret contents boolean — entity W — Bag only. While the bag is not empty EVERY peer gets per-peer full snapshots and delta compression is off for the whole table — a real bandwidth cost.
inspector.container.search Search select — entity W ``, nobody, owner, host, owner-and-host, anyone Who may privately look through this container. "" = Not set: inherit from the zone, then the kind default.
inspector.container.after-search After search select — entity W ``, shuffle, preserve What happens to the rest when a search closes. "" = Not set (inherit).
inspector.container.piece Piece select — entity W — Write a preset id (the live options) to pick the piece that Fill / Add to contents uses, or an infinite container's source. Reads back empty (it is a picker).
inspector.container.fill-count Count integer — entity W ≥ 1, ≤ 500, step 1 Holder: how many copies of the picked piece Fill places.
inspector.container.add-count Count integer — entity W ≥ 1, ≤ 10000, step 1 Bag: how many of the picked piece Add to contents appends.
inspector.container.run-count Row count integer — entity W ≥ 0, ≤ 10000, step 1 How many of one contents row the bag starts with; 0 removes the row. Target <object id>#<run key>. Refused past the capacity.

Actions (8)

Action id Label Class Target Description
inspector.container.clear-piece Clear the picked piece W entity Clear the piece staged in the container's piece picker (nothing is written until Fill / Add).
inspector.container.clear-source Clear the source piece W entity Clear an infinite container's source piece, so it adopts the first piece dropped into it. Undoable.
inspector.container.fill Fill W entity Spawn the picked piece Count times inside this holder, as ordinary entities. Undoable.
inspector.container.clear-fill Clear filled pieces D entity Delete every entity a Fill placed in this holder. Undoable.
inspector.container.add Add to contents W entity Append the picked piece Count times to this bag's authored contents. Refused past the capacity. Undoable.
inspector.container.run-earlier Move row earlier W entity Move one contents row up (row order is draw order for Stack and Queue). Target <object id>#<run key>.
inspector.container.run-later Move row later W entity Move one contents row down (row order is draw order for Stack and Queue). Target <object id>#<run key>.
inspector.container.run-remove Remove row W entity Remove one contents row from the bag. Target <object id>#<run key>. Undoable.

inspector.render#

RENDER · surface editor · target entity

How it opens: Select the entity; the RENDER component section (material slots).

Fields (2)

Field id Label Kind Unit Target Class Range / options Description
inspector.render.material Material asset-ref — entity W — The material on every slot of the entity's model (a scene material id; null clears). Per-slot entries override it.
inspector.render.slot-material Material slot asset-ref — entity W — One material slot's override (a scene material id; null falls back). Target id: <entity id>#<slot name>.

inspector.sound-sets#

SOUND SETS (BUILT-IN) · surface editor · target entity

How it opens: Select the entity; the SOUND SETS section.

No field or action is registered on this panel yet. panel_open can still open it, and describe_panel / screenshot_panel can read it.

inspector.button#

BUTTON · surface editor · target entity

How it opens: Select a button entity; the BUTTON section.

Fields (21)

Field id Label Kind Unit Target Class Range / options Description
inspector.button.shape Shape select — entity W rect, round Rectangular or round cap.
inspector.button.width Width / Diameter length length entity W ≥ 0.05, ≤ 4, step 0.01 Cap size: its width (the diameter for a round button), in feet.
inspector.button.depth Depth length length entity W ≥ 0.05, ≤ 4, step 0.01 Cap depth of a rectangular button, in feet.
inspector.button.height Cap height length length entity W ≥ 0.02, ≤ 1, step 0.005 Cap height, in feet.
inspector.button.travel Travel length length entity W ≥ 0.005, ≤ 0.5, step 0.002 How far the cap sinks when pressed, in feet (clamped below the cap height).
inspector.button.corner-radius Corner rounding number — entity W ≥ 0, ≤ 1, step 0.02 Corner rounding of a rectangular cap as a FRACTION (0 = hard corners, 1 = fully rounded), not a length.
inspector.button.edge-fillet Edge fillet number — entity W ≥ 0, ≤ 1, step 0.02 Edge fillet as a FRACTION (0 = hard edges, 1 = fully rounded), not a length.
inspector.button.color-cap Cap color — entity W — Colours ▸ Cap: the cap colour (colors are [r, g, b] in 0..1).
inspector.button.color-capPressed Cap pressed color — entity W — Colours ▸ Cap pressed: the cap colour while pressed.
inspector.button.color-frame Frame color — entity W — Colours ▸ Frame: the frame (bezel) colour.
inspector.button.color-base Base color — entity W — Colours ▸ Base: the base colour.
inspector.button.color-text Text color — entity W — Colours ▸ Text: the face text colour.
inspector.button.frame Frame boolean — entity W — Draw the frame (bezel) around the cap.
inspector.button.frame-thickness Frame thickness length length entity W ≥ 0.005, ≤ 0.5, step 0.002 How far the bezel extends past the cap on each side, in feet.
inspector.button.frame-height Frame height length length entity W ≥ 0.005, ≤ 0.5, step 0.002 How far the bezel stands proud of the base, in feet.
inspector.button.face Face select — entity W none, text, image What the cap face shows. Switching resets the face's own settings to their defaults.
inspector.button.face-text Label text — entity W — The cap's text (Face = Text).
inspector.button.face-image Image path text — entity W — Repo-relative image path for the cap face (Face = Image), e.g. assets/textures/icons/go.webp.
inspector.button.restrict Who can press select — entity W anyone, active-player, host, seat Restricts who may press it; enforced by the host where the press is applied.
inspector.button.editor-pressable Pressable while editing boolean — entity W — On: a click in the editor viewport fires the button. Off: it selects it. No effect at a real table.
inspector.button.event-name Event name text — entity W — What a press reports to scripts. Give each button a stable name and branch on it.

Actions (1)

Action id Label Class Target Description
inspector.button.toggle-seat Allowed seat W seat Toggle whether this seat may press the selected button (Who can press = Specific seats…).

inspector.die#

DIE SETTINGS · surface editor · target entity

How it opens: Select a die entity; the DIE SETTINGS section.

Fields (2)

Field id Label Kind Unit Target Class Range / options Description
inspector.die.background Background color — entity W — The die body's colour (basic dice only).
inspector.die.numbers Numbers color — entity W — The die's pip/number colour (basic dice only).

Actions (1)

Action id Label Class Target Description
inspector.die.reset Reset W entity Remove the die's custom colours (back to the preset's). Undoable.

inspector.rigidbody#

RIGIDBODY · surface editor · target entity

How it opens: Select the entity; the RIGIDBODY component section.

Fields (8)

Field id Label Kind Unit Target Class Range / options Description
inspector.rigidbody.enabled Enabled boolean — entity W — Rigidbody is built in to every entity. Disabling takes the body out of the simulation without losing its settings.
inspector.rigidbody.weld-children Weld children boolean — entity W — Only on an entity with parented children. On: the assembly becomes ONE physics body with combined mass. Welded children cannot be grabbed individually.
inspector.rigidbody.type Type select — entity W static, dynamic, kinematic Body simulation mode.
inspector.rigidbody.mass Mass number — entity W ≥ 0.001, step 0.01 Mass in kilograms (> 0). Only meaningful for a dynamic body.
inspector.rigidbody.friction Friction number — entity W ≥ 0, ≤ 1, step 0.01 Coulomb friction coefficient, 0..1.
inspector.rigidbody.restitution Restitution number — entity W ≥ 0, ≤ 1, step 0.01 Bounce (bounciness), 0..1.
inspector.rigidbody.linear-damping Linear Damping number — entity W ≥ 0, ≤ 1, step 0.01 Linear velocity damping, 0..1.
inspector.rigidbody.angular-damping Angular Damping number — entity W ≥ 0, ≤ 1, step 0.01 Angular velocity damping, 0..1.

inspector.collision#

COLLISION · surface editor · target entity

How it opens: Select the entity; the COLLISION component section.

Fields (4)

Field id Label Kind Unit Target Class Range / options Description
inspector.collision.enabled Enabled boolean — entity W — Collision is built in to every entity. Disabling makes it pass through others while staying visible.
inspector.collision.shape Shape select — entity W auto, box, sphere, capsule, cylinder, convexHull, mesh Collision geometry. Box, sphere and capsule are fastest; convex hull and mesh are more accurate but slower (mesh suits static bodies). auto keeps the per-kind behaviour.
inspector.collision.size Size length-vec3 length entity W ≥ 0.001 Collision box FULL size [x, y, z] in feet, in the model's local frame (before the entity's scale). Box colliders on custom models only.
inspector.collision.offset Offset length-vec3 length entity W — Collision box centre offset [x, y, z] in feet, in the model's local frame (before the entity's scale).

Actions (2)

Action id Label Class Target Description
inspector.collision.edit-box Edit Collision Box W entity Toggle the draggable collision-box gizmo in the viewport for this entity.
inspector.collision.reset-fit Reset to fit W entity Drop the authored collision size/offset override so the box auto-fits the model again. Undoable.

inspector.snap-points#

SNAP POINTS · surface editor · target entity

How it opens: Select a custom-model entity; its SNAP POINTS section.

Actions (1)

Action id Label Class Target Description
inspector.snap-points.edit Edit / Attach snap points… W entity Open this model's prefab (creating it if it has none) in the Prefab tab, where the snap points (slots) that ride on the piece are authored, with hinges (joints) and models attached to it.

inspector.sound-overrides#

SOUND OVERRIDES · surface editor · target entity

How it opens: Select the entity; the SOUND OVERRIDES section.

Fields (18)

Field id Label Kind Unit Target Class Range / options Description
inspector.sound-overrides.place place select — entity W — The sound this entity plays on place: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.pickup pickup select — entity W — The sound this entity plays on pickup: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.drop drop select — entity W — The sound this entity plays on drop: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.slide slide select — entity W — The sound this entity plays on slide: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.shuffle shuffle select — entity W — The sound this entity plays on shuffle: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.roll roll select — entity W — The sound this entity plays on roll: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.fall fall select — entity W — The sound this entity plays on fall: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.topple topple select — entity W — The sound this entity plays on topple: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.withdraw withdraw select — entity W — The sound this entity plays on withdraw: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.collect collect select — entity W — The sound this entity plays on collect: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.return-to-box return-to-box select — entity W — The sound this entity plays on return-to-box: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.board-clear board-clear select — entity W — The sound this entity plays on board-clear: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.box-pickup box-pickup select — entity W — The sound this entity plays on box-pickup: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.box-place box-place select — entity W — The sound this entity plays on box-place: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.bag-rummage bag-rummage select — entity W — The sound this entity plays on bag-rummage: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.counter-land counter-land select — entity W — The sound this entity plays on counter-land: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.counter-fall counter-fall select — entity W — The sound this entity plays on counter-fall: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).
inspector.sound-overrides.press press select — entity W — The sound this entity plays on press: default, builtin:<surface material> or mod:<sound set name> (one of this mod's own uploaded sounds).

inspector.script#

SCRIPT · surface editor · target entity

How it opens: Select the entity; the SCRIPT section (attachment and script variables).

Fields (1)

Field id Label Kind Unit Target Class Range / options Description
inspector.script.script Script select — entity W — The scene script attached to this entity (a script id; "" for none). Prefer script_attach, which also sets variables.

Per-instance field families

Id pattern Materialised from
script.var.<name> One field per variable the attached script declares — on the attaching entity for an object script, per scene-script id for a scene script.

Actions (2)

Action id Label Class Target Description
inspector.script.edit Edit R entity Open the entity's attached script in the Script editor.
inspector.script.new + New W entity Create a new script written for this entity's kind, attach it, and open it. Prefer script_write to fill it.

inspector.components#

Engine components · surface editor · target entity

How it opens: Select the entity; each added engine component (LIGHT, CAMERA) renders its own section.

Derived field families (2)

Id pattern Family Fields Keys Target
component.light.<key> light component properties 29 type, color, intensity, range, falloffMode, innerConeAngle, outerConeAngle, isStatic, bake, bakeDir, bakeNumSamples, bakeArea, affectLightmapped, affectDynamic, affectSpecularity, castShadows, shadowUpdateMode, shadowResolution, numCascades, shadowDistance, shadowIntensity, shadowType, shadowSamples, shadowBlockerSamples, penumbraSize, penumbraFalloff, shadowBias, normalOffsetBias, layers entity
component.camera.<key> camera component properties 7 projection, fov, orthoHeight, clearColor, nearClip, farClip, priority entity

inspector.advanced#

ADVANCED · surface editor · target entity

How it opens: Select the entity; the ADVANCED section (guid, path, local transform).

No field or action is registered on this panel yet. panel_open can still open it, and describe_panel / screenshot_panel can read it.

inspector.group-transform#

Group transform · surface editor · singleton (no target)

How it opens: Multi-select two or more entities in the Hierarchy.

Fields (14)

Field id Label Kind Unit Target Class Range / options Description
inspector.group-edit.scope Scope select — — W — Which entities GROUP EDIT acts on: all descendants / direct children of the selected row, entities matching every active #tag pill, or the selection.
inspector.group-edit.seat Seat select — — W mixed, ``, red, blue, green, yellow, purple, orange, pink, cyan, white, brown Assign every entity in the GROUP EDIT scope (a whole Hierarchy folder, recursively; a #tag set; or the selection) to one seat, in one undo step; "" clears it. Reads "mixed" when they disagree (setting "mixed" does nothing). Seat-template entities are skipped.
inspector.group-transform.position-mode Position applies to select — — W individual, group group: Position is the layout's centre and moves the whole layout. individual: a value sets every selected entity to it on that axis.
inspector.group-transform.rotation-mode Rotation applies to select — — W individual, group group: Rotation is degrees to turn the whole layout by, about its centre (reads back 0 after applying). individual: sets every entity's own rotation on that axis.
inspector.group-transform.scale-mode Scale applies to select — — W individual, group group: Scale is a multiplier for the whole layout — sizes and spacing (reads back 1 after applying). individual: sets every entity's own scale on that axis.
inspector.group-transform.position-x Position X length length — W — Group mode: the layout centre's X. Individual mode: every entity's X (reads null while they differ). World feet.
inspector.group-transform.position-y Position Y length length — W — Group mode: the layout centre's Y. Individual mode: every entity's Y (reads null while they differ). World feet.
inspector.group-transform.position-z Position Z length length — W — Group mode: the layout centre's Z. Individual mode: every entity's Z (reads null while they differ). World feet.
inspector.group-transform.rotation-x Rotation X angle degrees — W step 15 Degrees. Group mode: turn the layout by this much about X. Individual mode: every entity's X rotation.
inspector.group-transform.rotation-y Rotation Y angle degrees — W step 15 Degrees. Group mode: turn the layout by this much about Y. Individual mode: every entity's Y rotation.
inspector.group-transform.rotation-z Rotation Z angle degrees — W step 15 Degrees. Group mode: turn the layout by this much about Z. Individual mode: every entity's Z rotation.
inspector.group-transform.scale-x Scale X number — — W ≥ 0.01, step 0.1 Group mode: multiply the layout along X. Individual mode: every entity's own X scale.
inspector.group-transform.scale-y Scale Y number — — W ≥ 0.01, step 0.1 Group mode: multiply the layout along Y. Individual mode: every entity's own Y scale.
inspector.group-transform.scale-z Scale Z number — — W ≥ 0.01, step 0.1 Group mode: multiply the layout along Z. Individual mode: every entity's own Z scale.

Actions (3)

Action id Label Class Target Description
inspector.group-edit.show-all Show all W — Enable every entity in the group-edit scope.
inspector.group-edit.hide-all Hide all W — Disable every entity in the group-edit scope.
inspector.group-edit.clear-seat Clear seat W — Remove the seat from every entity in the group-edit scope (seat-template entities are skipped). Undoable.

inspector.hierarchy-folder#

Hierarchy folder · surface editor · singleton (no target)

How it opens: Select a user Folder row in the Hierarchy.

Fields (1)

Field id Label Kind Unit Target Class Range / options Description
inspector.hierarchy-folder.name Name text — — W — The selected author folder's name (1–80 characters; whitespace-only is ignored). Folders are organisation only.

Actions (4)

Action id Label Class Target Description
inspector.hierarchy-folder.select-contents Select contents R — Select everything in the selected folder, so the gizmo and GROUP EDIT act on it.
inspector.hierarchy-folder.new-subfolder New subfolder W — Create an empty folder inside the selected author folder. Undoable.
inspector.hierarchy-folder.ungroup Ungroup W — Remove the selected author folder and keep everything in it. Undoable.
inspector.hierarchy-folder.delete-with-contents Delete with contents D — Delete the selected author folder AND every entity or snap point in it. Undoable.

inspector.scene-check#

Scene check · surface editor · singleton (no target)

How it opens: Select the Entities folder in the Hierarchy.

Actions (2)

Action id Label Class Target Description
inspector.scene-check.fix-all Measure and save colliders W — Write the runtime's measured collider onto every fixable Scene Check finding. Models still loading are skipped and reported. Undoable.
inspector.scene-check.select-finding Select finding R entity Select the entity a Scene Check finding is about.

inspector.asset-pack#

Asset pack contents · surface editor · singleton (no target)

How it opens: Asset editor: select the Prefabs, Decks, Materials, Textures or Scripts row (or a deck / script under it).

Actions (11)

Action id Label Class Target Description
inspector.asset-pack.new-prefab + New prefab W — Create a new prefab definition in the Asset pack.
inspector.asset-pack.show-prefabs Show in explorer R — Show the pack's prefabs in the explorer.
inspector.asset-pack.bundle-all-decks Bundle all decks W — Bundle every deck definition into the published pack document.
inspector.asset-pack.show-decks Show in explorer R — Show the pack's decks in the explorer.
inspector.asset-pack.open-deck Open in deck editor R asset Open the selected deck in the Deck tab.
inspector.asset-pack.toggle-deck-bundled Bundle into pack / Remove from pack W asset Toggle whether the selected deck definition rides inside the published pack.
inspector.asset-pack.show-materials Show in explorer R — Show the project's materials in the explorer.
inspector.asset-pack.show-textures Show in explorer R — Show the project's images in the explorer.
inspector.asset-pack.show-scripts Show in explorer R — Show the pack's scripts in the explorer.
inspector.asset-pack.open-script Open in script editor R script Open the selected script in the Script editor.
inspector.asset-pack.delete-script Delete script D script Delete the selected script from the pack (the editor asks first).

inspector.entities#

Entities · surface editor · singleton (no target)

How it opens: Select the Entities folder in the Hierarchy.

Actions (2)

Action id Label Class Target Description
inspector.entities.add-token + Add Token W — Add a token entity to the scene. Prefer entity_create.
inspector.entities.new-folder New Folder W — Create an empty Hierarchy folder to file entities into.

inspector.prefab#

Prefab · surface editor · singleton (no target)

How it opens: Select a prefab row in the Hierarchy; fields edit the selected prefab.

Fields (3)

Field id Label Kind Unit Target Class Range / options Description
inspector.prefab.name Name text — — W — The selected prefab's name.
inspector.prefab.color Color color — — W — The selected prefab's tint as [r, g, b] in 0..1.
inspector.prefab.script Script select — — W — The scene script bound to the selected prefab (a script id; "" for none). Every copy picks it up.

Actions (3)

Action id Label Class Target Description
inspector.prefab.edit-script Edit script R — Open the prefab's bound script in the Script editor.
inspector.prefab.place-copy Place copy W — Place a copy of the selected prefab on the table.
inspector.prefab.delete Delete prefab D — Delete the selected prefab (the editor asks first).

inspector.model#

Model asset · surface editor · singleton (no target)

How it opens: Select a model row in the Hierarchy or the explorer.

Actions (2)

Action id Label Class Target Description
inspector.model.open-editor Open in model editor R — Open the selected model (or assembly) in its editor tab.
inspector.model.place Place on table W — Place the selected model on the table as a new entity.

inspector.file#

File · surface editor · singleton (no target)

How it opens: Select a file in the explorer.

Actions (2)

Action id Label Class Target Description
inspector.file.delete Delete H — Requires the user's confirmation in the DiceyTable tab. Delete this hidden editor file from the project. Prefer asset_delete.
inspector.file.open-editor Open in code editor R — Open this text file in the File editor.

inspector.selection#

SELECTION · surface editor · singleton (no target)

How it opens: Multi-select two or more entities (Ctrl+click in the Hierarchy or viewport).

Fields (2)

Field id Label Kind Unit Target Class Range / options Description
inspector.selection.gizmo-scale Scale gizmo select — — W both, size, spacing What the scale gizmo does to a multi-selection: resize and spread, resize only, or spread only. View state.
inspector.selection.tag-all Tag all tags — — W — Tags to ADD to every selected entity (a write-only list: it empties after each commit).

Actions (3)

Action id Label Class Target Description
inspector.selection.detach-all Detach all W — Detach every selected entity to the scene root. Undoable.
inspector.selection.parent-to-primary Parent to primary W — Parent every other selected entity to the primary selection. Undoable.
inspector.selection.delete Delete D — Delete every selected entity. Prefer entity_delete.

inspector.scene#

Scene · surface editor · singleton (no target)

How it opens: Clear the selection (Escape); the Inspector shows the scene itself.

Fields (1)

Field id Label Kind Unit Target Class Range / options Description
inspector.scene.name Scene name text — — W — The scene's name (shown in the Inspector when nothing is selected).

inspector.template-holder#

FROM SEAT TEMPLATE · surface editor · target entity

How it opens: Select a card holder generated by the seat template; its read-only panel points at the template.

Actions (1)

Action id Label Class Target Description
inspector.template-holder.edit-template Edit Template R entity Select the seat template this card holder is generated from (edits there reach every seat).

inspector.rail#

Inspector navigation · surface editor · singleton (no target)

How it opens: Select any entity; the chip strip, field filter and collapse/expand buttons at the top of the Inspector.

Fields (1)

Field id Label Kind Unit Target Class Range / options Description
inspector.rail.filter Filter fields… text — — W — Narrows the Inspector to sections and fields whose label matches. Hidden sections' fields are not on screen, so clear this before looking for a field.

Actions (2)

Action id Label Class Target Description
inspector.rail.collapse-all Collapse all sections W — Collapse every Inspector section. View state only; a collapsed section's fields are not on screen.
inspector.rail.expand-all Expand all sections W — Expand every Inspector section so all of the selected entity's fields are on screen. View state only.

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