When clicking Play, the editor runs the scene and its scripts, but the Scene Graph (left panel) keeps showing the edit scene — not what actually exists at runtime. Objects created dynamically by scripts during Play (e.g. loading a world/level by code via AssetContainer / instantiateModelsToScene) never appear in the graph.
This happens because Play creates a separate Scene instance (new Scene(...) in the play component), while the graph is bound to editor.layout.preview.scene (the edit scene). As a result, at runtime you cannot select a script-created object to inspect its material, textures, animations or transform.
Use case
For data-driven games (e.g. an MMO client where each map/world is loaded by code from data files), almost all content is spawned at runtime, not placed by hand in the scene. Today the editor gives zero visibility into that content while playing — you can't see or inspect any of it.
What Unity does
In Unity, the Hierarchy updates live during Play: objects created by code appear, you can select them, inspect/tweak their components (material, animation, transform…) in real time, and they disappear on Stop. This is what makes the editor useful for runtime/data-driven content.
Request
During Play, bind the Scene Graph and Inspector to the play scene (this.scene) instead of the edit scene, so runtime-created objects show up and can be selected/inspected — then switch back to the edit scene on Stop. Essentially a live Hierarchy during Play, like Unity.
This would make the editor viable for data-driven / procedurally-loaded games, not only hand-authored scenes.
When clicking Play, the editor runs the scene and its scripts, but the Scene Graph (left panel) keeps showing the edit scene — not what actually exists at runtime. Objects created dynamically by scripts during Play (e.g. loading a world/level by code via
AssetContainer/instantiateModelsToScene) never appear in the graph.This happens because Play creates a separate
Sceneinstance (new Scene(...)in the play component), while the graph is bound toeditor.layout.preview.scene(the edit scene). As a result, at runtime you cannot select a script-created object to inspect its material, textures, animations or transform.Use case
For data-driven games (e.g. an MMO client where each map/world is loaded by code from data files), almost all content is spawned at runtime, not placed by hand in the scene. Today the editor gives zero visibility into that content while playing — you can't see or inspect any of it.
What Unity does
In Unity, the Hierarchy updates live during Play: objects created by code appear, you can select them, inspect/tweak their components (material, animation, transform…) in real time, and they disappear on Stop. This is what makes the editor useful for runtime/data-driven content.
Request
During Play, bind the Scene Graph and Inspector to the play scene (
this.scene) instead of the edit scene, so runtime-created objects show up and can be selected/inspected — then switch back to the edit scene on Stop. Essentially a live Hierarchy during Play, like Unity.This would make the editor viable for data-driven / procedurally-loaded games, not only hand-authored scenes.