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Builtin Library

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README.md

scene.tree

Render the entity hierarchy as an indented tree — the quick "what is the current structure" view.

Takes an optional target and an options table. With no target it renders the whole active world, 4 levels deep; a target such as player renders just that subtree; depth of 2 shows the roots and their direct children.

Each line shows the entity's name and its component types; children nest under their parent. Anything deeper than depth (or beyond the node budget) is summarized as an explicit … +N below count instead of being silently dropped.

Options:

  • depth (4) — levels to expand; 1 is just the roots.
  • components (true) — annotate each entity with its component types.
  • includeInternal (false) — include entities marked internal, and their subtrees.
  • limit (500) — the node budget.

Returns:

{
  text      = string,   -- the rendered tree (print this)
  roots     = { { id, name, components?, childCount, children?, omitted? } },
  total     = number,   -- entities in scope (full subtrees)
  shown     = number,   -- nodes rendered
  truncated = boolean,  -- depth or budget cut something
}

The target is an entity id, a name (every matching entity), a proxy, or an array of them; omit it for the whole world from its roots. Children sort by name, so repeated calls give stable output.