<WorldTree />
<WorldTree /> adds the World panel: a tree of every entity in the scene, rooted at world. Expanding a node walks the frame hierarchy, and selecting nodes drives traits.Selected, so the details cards and any selection-aware plugin follow along. The panel header carries a staleness indicator that warns when poses have stopped updating.
The panel is a FloatingPanel — draggable and resizable, opening at the top-left — and it cannot be closed, so mount it only when you want the hierarchy permanently on screen.
Selection
Section titled “Selection”The tree is a multi-select control: it adds traits.Selected to the entities you pick and removes it from the ones you deselect. Because the selection lives in the ECS world rather than in the panel, clicking an entity in the scene updates the tree and vice versa.
To read the selection yourself, query it like any other trait:
When to leave it out
Section titled “When to leave it out”The tree earns its space when a scene has a frame system worth navigating. For a single-purpose viewer — one point cloud, one mesh — it is a 240×400 panel over a scene with nothing to browse. Leave it unmounted and the space goes back to the scene.