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The scene graph

The scene graph shows everything in your project as a diagram of connected nodes: your surfaces, projectors and alignments, every cuelist, and every asset in its folder. You can route media, rename things and add to the scene directly on it.

The scene graph is a drawer in the panel at the bottom of the window. It's available from every tab, so it stays open while you work elsewhere in the interface. The same panel has a drawer for a timeline, which sits beside the scene graph when both are open.

The scene graph open at the bottom of the window showing a Scene root, one surface with its Material, and two projectors

Open and size the panel

Action How
Open or close Press G, or click Scene Graph at the right end of the status bar. The Timeline button beside it, or T, opens the timeline drawer
Resize Drag the strip along the panel's top edge up or down
Zoom out, zoom in, fit everything into view The three buttons at the panel's top right. F over the panel also fits

The panel remembers whether it was open and how tall you made it, within a minimum and a maximum height.

Tip

Toggle Scene Graph is also in the command palette.

Everything is already on the graph

Everything in your project has a node on the graph as soon as it exists: every projector, surface, material, selection set, cuelist and asset. You don't add anything to the graph yourself. A cuelist added on the Cue tab, a file imported on the Assets tab, or a projector another operator adds appears in its place straight away.

The graph has three columns, left to right:

Column What is in it Where a new one goes
The scene The tree of your scene: the Scene root, its surfaces with their materials and selection sets, and its projectors. See The scene's nodes Below the others of its kind: a surface below the surfaces, a material below its surface's materials, a projector below the projectors
Cuelists Every cuelist, in the order the Cue tab lists them, each with its cues beside it At the bottom of the column
Assets Every asset, in its folder At the end of its folder

A link is a wire from a surface's Material to the node of what it shows, in the Cuelists or Assets column. Each asset and each cuelist has one node, however many places use it: two surfaces showing the same video are two wires into that video's node.

The scene's nodes

The scene column is a tree that grows left to right from a single root, named after your scene.

Node Sits under What it is Its second line reads
Scene — The root. Holds scene-wide settings —
Surface Scene One model or built-in shape in the scene No mesh, its shape (Plane, Box, Sphere …), or the name of the uploaded model
Material A surface What the surface, or part of it, shows: the media or cuelist linked to it (wired to that node), and how it lies on the surface. The first is the surface's own, its Main, marked with a small lock: you can rename it but not remove it. Material 2 onward are its further materials. A Projector view Material has a dashed wire from its projector, and one limited to a selection set has one from the set (Mapping and limit wires) Its mapping, then what it shows: UV · Test movie, Projector 1 · Default Cuelist, Manual · Logo.png, UV · Nothing linked. A cuelist reads · playing after it while it has the transport. A material limited to part of the surface names the part in between: UV · Rim · Logo.png
Selection set A surface A named group of points for one projector, named after the projector when Add Selection Set creates it The number of points in the set
Warp A selection set The alignment driven by that selection set —
Projector Scene One projector —
Keystone A projector The projector's 4-corner correction —
Mask A projector The projector's mask —

Note

Selection sets and their warps sit under the surface they reshape, not under the projector they belong to. The Warp node shows the projector's name, so you can see which projector each alignment is for.

The other nodes:

Node Where What it is Its second line reads
Cuelist The Cuelists column One cuelist The number of cues in it
Cue Beside its cuelist One cue of the cuelist, drawn smaller than other nodes, with its picture, its number and its media's name. See A cuelist's cues —
Media The Assets column, in its folder One image, video, live source or model The media type
Folder The Assets column One of your asset folders: an area holding its assets and subfolders. See Folders on the graph How many assets and folders it holds, how many of its assets you've moved out, or Empty

Folders on the graph

Your asset folders from the Assets tab appear on the graph as areas of the Assets column, each with its name at the top and its assets' nodes inside. Subfolders are nested inside their folders, as on the Assets tab. A folder shows its subfolders first, then its assets, in the Assets tab's manual order. Assets that aren't in a folder sit below the folders.

  • Collapse and expand a folder with the arrow by its name, as on the Assets tab. A second line under the name says what's in it: 25 assets · 2 folders, or 3 assets · 1 moved out if you've moved one of its assets elsewhere on the graph. A collapsed folder is a single compact node showing those two lines. Right-click it for Expand or Collapse, and Open in Asset Library.
  • Large folders start collapsed. A folder with more than 12 assets of its own is collapsed the first time the graph shows it, so a large project opens readable. A folder that grows past 12 while you work stays as it is.
  • Empty folders start collapsed and read Empty. An empty folder opens by itself once something is in it, unless you collapsed it yourself.
  • Each device remembers which folders you opened and closed. This is your own view; other operators have theirs.
  • Links stay visible. A wire to an asset inside a collapsed folder ends on the folder, so you can still see that something in it is in use.

The graph doesn't change your folders. To move an asset to another folder, use the Assets tab; its node follows it there.

Hide unused assets

A large media library makes a large graph. Hide unused assets, the funnel button next to the zoom buttons, hides every asset that nothing uses: no material links it, no cue in any cuelist plays it, no surface is made from it, and no test pattern slot holds it. Folders left with nothing showing are hidden too, as are empty folders. A folder's second line counts what's showing: 3 of 25 assets. Turn the button off to see everything again.

This setting is saved on your device, like your open and closed folders. Linking an asset or adding it to a cuelist shows it again straight away.

Show Asset and the / palette still find hidden assets. They select the asset, and it shows in its folder for as long as it stays selected. Select something else and it's hidden again.

Moving a node

You can move cuelist and media nodes; the scene column lays itself out. Drag a node anywhere on the graph and it stays where you drop it. For example, put a clip you keep wiring to one surface right next to that surface's Material. Dragging media or a cuelist from the Assets tab or the Cue tab onto empty graph space moves its node there too.

  • The node stays in its folder. A media node moved out of its folder area shows a small tag naming the folder, and the folder counts it as moved out: 3 assets · 1 moved out. Hover over the node or the folder, or select the node, and a dotted line joins the node to the folder's name. If the folder is collapsed, the tag still names it and the line runs to the collapsed folder.
  • Move several at once. Select several cuelist or media nodes, with a selection box or Ctrl-clicks, and drag one of them. They move together.
  • Positions are saved with the project, and every operator sees them.
  • Nodes you place stay placed. If the scene grows into the spot you chose, for example when a selection set adds a row under its surface, the node is drawn far enough up or down its column to stay clear. It returns to your spot once there's room again. Nodes never overlap: drop one on top of another and it settles in the nearest clear spot.
  • To put a node back, choose Put Back on its right-click menu, or drag it back onto its own folder. A cuelist goes back into the Cuelists column.

Find a node

A project can hold hundreds of assets. There are two ways to find one:

  • Right-click empty space, choose Show Asset and type part of its name.
  • Press / for the command palette and type part of any node's name: a surface, material, selection set, projector, cuelist, asset or folder. Matches are listed under Show in Scene Graph.

Either way, the graph opens if it was closed, any collapsed folder containing the node opens, the view moves to the node, and the node is selected.

The wiring is meaningful

The wire into a surface's Material node decides what plays on that surface. Change the wire and you change what the audience sees.

A cuelist wired into a surface plays on it; a cuelist you've only opened in the playback panel doesn't. The graph sets the routing, and the transport follows it. See Putting media on a surface.

Wires run straight, with rounded corners. Their style tells you what they are:

  • A solid wire links a Material to its media or cuelist, or shows how the scene is built.
  • A dashed wire is a mapping or limit wire.
  • A wire with an arrow leads from one cuelist to the next.
  • A dotted line joins a moved media node to its folder, while you hover over or select one of them.

Mapping and limit wires

A dashed wire into a Material shows where it lies on the surface. It comes from the projector whose view the Material uses, or from the selection set it's limited to, in that node's color. A material limited to one of the model's own materials has no such wire (its second line names the material), and neither does a UV or Manual material across the whole surface.

Drag a wire from a projector's node to any of a surface's materials, including the first, to give that material the projector's view. Drag one from a selection set's node to Material 2 or later to limit that material to the set. A selection set can only reach materials on its own surface. Ctrl+Z undoes either.

Disconnect a wire

Right-click a wire you made and choose Disconnect. This works on a material's wire to its media or cuelist, and on a cuelist's wire to the next cuelist. A wire you can disconnect lights up under the pointer, so you can see which one you're about to right-click. Disconnecting a material's wire does the same as Unlink on its menu: the material shows nothing, the media or cuelist node stays where it is, and Ctrl+Z wires it back.

The other wires show how the scene is built: a surface's materials and selection sets, a selection set's warp, a projector's keystone and mask, and a cuelist's cues. Their menu says they can't be disconnected. For a mapping or limit wire, the menu tells you to change the material's Mapping or Limit to in its Properties instead.

Select a node

Click a node to select it. Selection is shared with the rest of the interface, so clicking a node also takes you to where you edit that thing:

Node clicked Where you land
Scene, Surface, Projector Scene tab, Object mode
Selection set Scene tab, Point Select, with that set active
Warp Scene tab, Warp mode, with that set active
Keystone Warp tab
Mask Mask tab
Material Scene tab, with the Map tool on, to place its picture
Cue, Media, Cuelist The Cue tab stays where it is; from any other tab, the Scene tab

With the Scene tab open, selecting a media or cuelist node shows its details in the Properties panel. An image, video or model shows the same details as on the Assets tab; a cuelist shows its number of cues, whether it's playing, and how it loops.

A Material node shows the material itself, not the file in it: what is Linked to it, by name, with Asset or Cuelist beside it (or Nothing linked), and the Mesh it's on. Click the linked name to select that media or cuelist node and see its details, or the mesh's name to select the surface. You can't change the link here; use the node's menu, a drop or a wire. Below those are its Mapping and that mapping's own fields, and, on a surface with several materials, a further material's Limit to. See A Material's mapping and The Map tool.

One node where there were two

Before October 2026, a surface had a Material node and a Texture node under it, both showing the same thing. They're now a single Material node. A surface can also carry several Materials, each with its own media on its own part of the surface: see Several materials on one surface.

It works the other way too: selecting a projector from the top bar, or switching to the Warp or Mask tab, highlights the matching node in the graph.

You can select several nodes at once within one of three groups. The groups never share a selection:

  • Projectors and surfaces. Ctrl-click (Cmd-click on macOS) adds a node or removes it, and Shift-click adds one and never removes. You land on the Scene tab in Object mode, where the gizmo moves them all together: see Several at once. A node another operator is working on shows in orange.
  • Materials, on one surface or several. Ctrl and Shift work the same way and turn on the Map tool, where each picture shows its border so you can line them up: see Several pictures at once.
  • Cuelists and media, in any mix. Dragging one of them moves them all: see Moving a node.

Every selected node is highlighted. On other nodes, Ctrl and Shift have no effect, and the click selects that node alone. Clicking empty space in the graph, or inside a folder away from its nodes, deselects everything; with Ctrl or Shift held, it changes nothing.

To select with a box, drag with the right mouse button on empty space, as in TouchDesigner. A box follows the pointer, and when you release, the nodes it touches are selected. If the box touches more than one group, it selects the group it touches most; on a tie, projectors and surfaces come first, then materials. A box never selects keystones, masks, selection sets, warps, cues or folders. Hold Ctrl while you drag to add to the current selection. A box that touches no nodes clears the selection. A right-click without a drag still opens the menu.

Buttons on a node

Button Node What it does
Eye Surface Hides or shows the surface. A hidden surface disappears from the 3D view, no projector lights it, and Moonblend leaves it out. It keeps all its alignment work
Eye Projector Enters or leaves the projector's point of view. Shown on the selected projector only
Initials badge Projector, Surface Someone is holding this node: green when it's you, the operator's own color when it's someone else. See Locks
Arrow Cuelist Hides or shows the cuelist's cues. Each device remembers which you've hidden
Arrow Folder Collapses or expands the folder. Each device remembers which you've collapsed

A cuelist's cues

Each cuelist node has its cues in a column of small nodes to its right, in cue order, wired from the cuelist. Each cue shows its picture (or an icon for its kind), its number and its media's name. The cue on air is blue, as in the Cue tab's list. The column moves with its cuelist node, and the Cuelists column leaves room for each cuelist's cues so the next cuelist down stays clear of them.

Do this Result
Click a cue Selects it. Its cuelist opens on the Cue tab with the same cue selected. With the Scene tab open, the Properties panel shows its Length, Volume (with Mute) and Transition, which you can change there. You can select one cue at a time; Ctrl and Shift have no effect
Double-click a cue Puts it on air, as a double-click in the Cue tab's list does
Drag a cue up or down The other cues make room, and a dashed outline shows where it will land. Release to reorder the cuelist. The cue on air stays on air. Ctrl+Z undoes it
Drop media from the assets list on a cue Adds it to the cuelist: before that cue if you drop on its upper half, after it on its lower half. A blue line shows which
Right-click a cue Opens the same menu as in the Cue tab's list: Play, Edit Asset and Remove from Cuelist
Drag from a Material's round handle, on its right, to the round handle on a cue's left (or the other way) The surface shows that cue's media, and the wire runs from the Material to that media's own node. Ctrl+Z undoes it. A gap plays nothing and can't take a wire. See Route media by wiring

A long cuelist shows its first seven cues and a +N more row. Click the row to show them all, and click Show fewer at the end of the column to go back. The arrow button on the cuelist node hides its cues entirely, which keeps a large graph readable.

While another operator is editing playback, you can select cues but not move them, drop on them or remove them. You can still wire a Material to a cue, because that changes the surface, not the cuelist. On a phone, you can view and select cues but not wire them.

One cuelist after another

You can have one cuelist start automatically when another ends. Each cuelist node has two small square handles under its round ones: Start on the left and Finish on the right. Drag from one cuelist's Finish to another's Start. When the first ends, the second starts from its first cue. Hover over a handle to see what it does.

  • One wire out, any number in. A cuelist can lead to only one cuelist: wiring its Finish again replaces the old wire. Several cuelists can lead into the same one, and a ring of them, with the last leading back to the first, makes a show that runs in a loop.
  • A looping cuelist never ends. With Loop all or Loop one on, its Finish handle is faint (hover over it to see why), and its wire is faint and dashed. You can wire it, but the wire starts nothing until Loop is off.
  • An empty cuelist isn't started. If the next cuelist has no cues, the show stops there, holding the last frame of the cuelist that ended.
  • To remove a wire, click it so it's highlighted and press Delete or Backspace, or right-click it and choose Disconnect. Ctrl+Z undoes wiring and disconnecting.
  • In a show on several show machines, the leader starts the next cuelist and every machine plays it.

A wire from a cuelist to the one directly below it in the Cuelists column loops around both; move one beside the other for a straight wire. Deleting a cuelist removes the wires into it. While another operator is editing playback, you can't wire or disconnect cuelists.

Right-click menus

Everything you can build in the graph is on a right-click menu. On a touch screen, long-press for the same menu. ▸ marks a submenu, and a bullet marks the current option.

On empty canvas

Item Result
Add ▸ The Scene's add grid: Projector, the built-in shapes, 3D file… (OBJ, FBX, glTF, GLB), Selection Set, Material, Cuelist, and the 3D models already in Assets. What you add lands in the middle of the Scene's view and is selected. See Adding projectors and surfaces
Show Asset ▸ Lists the project's files and live sources, each with its type, under a search field. Type part of a name to narrow the list, then click an asset, or choose it with the arrow keys and Enter. The view moves to the asset's node, opening any folders it's in, and selects it. See Find a node
Add Cuelist Creates an empty cuelist at the bottom of the Cuelists column. The view moves to it, and it's selected
Add Material Adds a UV material across a surface and selects it: on the scene's only surface, or on one you pick by name from a submenu of the surfaces with room. See Several materials on one surface

The right-click menu on empty canvas: Add open on its grid of Projector and the nine shapes, 3D file…, Selection Set and Material, and a model from Assets, then Add Asset, Add Cuelist and Add Material

On the Scene node

The Scene node stands for the whole show, so its menu starts with actions that reach every projector at once, followed by the scene-wide settings:

Item Options
Rename Renames the scene
Add ▸ As above
Blackout / End Blackout Takes every projector to black, or back, while the show keeps running. There's no confirmation. See Blackout
Identify Projectors Each projector shows its name on its own output for three seconds, then goes back to the show. Each is drawn in the projector's label color, the color of its card, its cone in the Scene and its label, so you can see which output belongs to which projector. Shown once the scene has a projector
Test Pattern on All A toggle, checked while every projector shows a test pattern. Turning it on puts Lunar, the Moonshine test card, on every projector, each with its own name and resolution and the settings from the Test Pattern tab. Turning it off returns each projector to what it showed before. If only some projectors show a pattern, it's unchecked, and choosing it puts Lunar on all of them. A blackout also blacks out test patterns. Shown once the scene has a projector
Units ▸ Meters, Feet, Centimeters: the unit the scene was built in. It doesn't rescale anything already in the scene
Background ▸ Dark, Charcoal, Midnight, Black, Gray
Show Grid / Hide Grid Shows or hides the floor grid
Grid Size ▸ 10, 20, 40, 100: how many units the grid spans. Each square is one unit, so this is also the number of squares across

The settings from Units down change only your 3D view or record how the scene was built; none of them affects the projected image. The same settings, plus a free grid size and a full color picker for the background, are in the Properties panel when the Scene node is selected.

Warning

The Lux view mode reads distances in meters. Changing Units changes the label only; it doesn't fix a scene modeled at the wrong size.

On a surface node

Item Result
Rename Renames the surface
Change Source ▸ None / a built-in shape Replaces the surface's geometry
Reset Transform Returns position, rotation, scale and pivot to their defaults
Add Material Adds a UV material across the surface, after its others, and selects it. Its mapping and limit are in its Properties. See Several materials on one surface
Add Selection Set Creates a selection set on this surface holding every point the projector lights there, named after the projector, ready to warp or to limit a material to. With more than one projector, a submenu asks which projector it's for. Shown once the scene has a projector
Duplicate Copies the surface half a meter above it. If it's one of several selected, it copies every selected projector and surface (Duplicate 3 items). Ctrl+D does the same. See Duplicating
Delete Deletes the surface. If it's one of several selected, it deletes every selected projector and surface (Delete 3 items). See Deleting

On a projector node

Item Result
Add Selection Set Creates a selection set for this projector on the active surface, holding every point the projector lights, named after the projector
Rename Renames the projector, and any of its selection sets still named after it
Projector Settings Opens the projector's full settings
Frame Scene Model Moves the 3D view so the scene model fills it
Duplicate Copies the projector half a meter above it. If it's one of several selected, it copies every selected projector and surface. Ctrl+D does the same. See Duplicating
Delete Removes the projector and all its settings after a confirmation. If it's one of several selected, it reads Delete 3 projectors (Delete 3 items if surfaces are included) and removes them all, except any that another operator is working on

On alignment nodes

Node Item Result
Keystone Reset Keystone Returns all four corners to their original positions
Warp Reset Warp Selects the projector the warp belongs to and returns the surface the Scene tab is working on to its unwarped shape, without asking. That may not be the surface the node sits under. The reset still has to be baked: see Baking and reverting
Selection set Rename Renames the set
Selection set Clear Vertices Empties the active selection set without deleting it. That may not be the set you right-clicked, so click the set first to make it active
Selection set Add Material Adds a material limited to this set, after the surface's others, and selects it so you can link media to it. Ctrl+Z removes it
Selection set Use for ▸ Lists the surface's Material 2 onward by name, with the one already limited to this set marked. Choose one to limit it to this set instead. Shown once the surface has a second material
Selection set Delete Removes the set after a confirmation

Mask nodes have no menu. Edit masks on the Mask tab.

On Material nodes

This is the routing menu, the quickest way to point a surface at something without dragging:

Item Result
Set Asset ▸ Lists every image, video and live source in the project. Choose one to show it on the surface and wire the Material to that media's node
Set Cuelist ▸ Lists every cuelist. Choose one to wire it in and start it playing on the surface
Unlink Removes the link, leaving the material with nothing linked
Rename Names the material, which is otherwise named by its position: Main, then Material 2 onward. See Rename a node
Remove Material On the second material onward: removes it, and the area it covered goes back to the others

The submenus mark the current source with a bullet, so you can see what's routed before you change it. Each item appears only when it can do something: Set Asset needs an image, video or live source in the project, Set Cuelist needs a cuelist, and Unlink needs something linked.

The right-click menu on a Material node with Set Cuelist open, the current cuelist, Main Show, bulleted

On media, cuelist and folder nodes

Node Item Result
Media Open in Asset Library Opens the Assets tab with that asset selected in its folder
Cuelist Start Cuelist Puts the cuelist on air from its first cue, whatever it was doing. See Start a cuelist from the top
Cuelist Open in Cue Opens the Cue tab with that cuelist loaded
Cuelist Delete Deletes the cuelist after a confirmation. It isn't offered on the project's last cuelist. Rename on this menu has no effect in this version: rename cuelists on the Cue tab
Media or cuelist you moved Put Back Returns the node to its folder, or to the Cuelists column. See Moving a node
Folder Expand / Collapse Opens or closes the folder
Folder Open in Asset Library Opens the Assets tab on that folder

These menus don't remove nodes from the graph, since everything in the project has a node. To delete media, use the Assets tab.

Route media by wiring

Dragging is the other way to route media, and it's usually faster when you're trying out options.

Drop media on a surface's Material:

  1. Drag an image, a video or a cuelist from the assets or playback list. With the timeline open beside the scene graph, you can also drag a cuelist's name from the top of the timeline.
  2. Drop it on the surface's Material node, which highlights as you hover over it.
  3. The surface shows it straight away, and a wire runs from the Material to that media or cuelist node.

Wire from a node:

  1. Drag from the round handle on a media or cuelist node to the round handle on a surface's Material node, or the other way round.
  2. Release. The surface switches to that source: a video or image starts previewing, and a cuelist starts playing.

Every media and cuelist node is already on the graph. To try out a few clips on one surface, move their nodes beside its Material and rewire between them, instead of searching a media list each time. Their positions are saved.

Two loose video nodes parked beside a surface, one of them wired into its Material node

Wire a Material to a cue: a cue that plays something (a movie, a still, a live source, a web page or a component) takes a wire at the round handle on its left, where its cuelist's wire comes in. Drag from the round handle on the right of a surface's Material to that handle, or the other way round; the cue lights up as the wire reaches it. The surface shows that cue's media. The link is to the media, not the cue, so the wire is drawn from the Material to the media's own node, like every link. To remove it, right-click the wire and choose Disconnect, or choose Unlink on the Material's menu.

Ctrl+Z undoes a link however you made it (a drop, a wire or the Material's menu), and the surface goes back to what it showed before.

More about drops and wires:

  • Dropping media (including a model) or a cuelist on empty canvas moves its node to where you drop it. To make a surface from a model, use Add ▸ and pick the model under From Assets. Material nodes accept images, videos, live sources and cuelists only; a model dropped on one is ignored.
  • A Material node accepts wires from media, cuelist and cue nodes; from a projector's node, for its view; and, on Material 2 onward, from a selection set's node, for its limit (Mapping and limit wires). A cue accepts a wire only from a Material, at its left handle. Any other connection is refused as you drag. A cuelist's square Start and Finish handles are only for one cuelist after another, not for Materials.
  • While another operator is editing a surface, its Material accepts no drops or wires until they move on.
  • Delete and Backspace do nothing to a media or cuelist node, because everything in the project has a node. With a projector or surface node selected, the same keys delete the selected projectors and surfaces, as in the viewport.

Rename a node

Right-click the node, choose Rename, type the new name and press Enter, or click away to confirm. Esc cancels. You can rename scenes, surfaces, projectors, selection sets and materials this way, and the new name shows everywhere in the interface straight away, including in a material's limit. Renaming a projector also renames its selection sets that still carry its name: Projector 1 and Projector 1 2 become Stage Left and Stage Left 2. A set you named yourself keeps its name. You can't rename a node another operator is holding until they release it.

A material is named by its position until you name it, here or with Name in its Properties. The first, the surface's own, is Main; the others are Material 2 onward, counting Main as the first. The name shows on its node, in a selection set's Use for menu and on its wire. Clear the name to go back to the default. Renaming a material is one Ctrl+Z step. The Main keeps its small lock whatever you call it, so you can always tell which material can't be removed.

Move around the graph

  • Pan: drag empty canvas, or the inside of a folder.
  • Zoom: scroll, pinch on a trackpad, or use the magnifier buttons at the panel's top right.
  • Fit: click the corners button at the panel's top right, or hover over the panel and press F.
  • Minimap: at the bottom left. Drag or zoom in it to jump around a large graph. The arrow at its top-right corner folds it down to a small button; click the button to open it again. It stays as you left it. While it's open, fitting the view leaves room for it, so no node sits under it.

The view fits itself when the graph opens and whenever the scene column changes, so a new projector or surface always appears on screen. Adding a cuelist or an asset doesn't move the view. A project too large to fit at a readable size opens at its top left; scroll or press F to see the rest.

Working with other operators

Projector and surface nodes use the same locks as the panels they represent. A node someone else holds shows their initials in a badge, and its fields are read-only for you until they move on. You can still click it to look; the panel's top right then shows who is editing it, with Request access. See Locks and Following an operator.

Where a media or cuelist node has been moved to is shared: every operator sees it in the same place. Which folders are collapsed is your own choice, saved on each device.