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An entity set is a named list of props that the game turns on and off together, for example a “Seating” set you can hide in a room that has two layouts. Sets come out in the .ytyp. Props live in the structure tree under their set.

Create a set and fill it

1

Add a set

Click Add to structure (+) in the Structure panel and choose New set. A row named Set appears in the tree with its name ready to edit. Type a name and press Enter.
Add to structure menu with New group, New prop, New set, Import model, and New part

The Add to structure menu.

2

Move props into it

Select one or more props, then right-click one of their rows in the tree. Under the Move to set heading, pick the set. Pick None (leaves the set) to take them out. You can also drag prop rows onto the set row, or select props, click the set row, and click Move N here.
Context menu with Move to set listing Seating and None (leaves the set)

Move to set in the prop context menu.

3

Check the set

Click the set row. The Set section shows its Name, On by default, and how many props it holds.
Set section with Name, On by default switch, 1 prop, and Delete the set

The Set section for a set named Seating.

You can also use Set in a prop’s Placement section. See Props in structures. To turn a group of props into a set, right-click the group and choose Convert to set. It is disabled (props only) when the group holds anything else.

Options

Rules

  • A prop belongs to one set or none.
  • Only props can go into a set. Dropping anything else shows “Sets only accept props.”
  • A door attached to a portal cannot be in a set. The Checker blocks export until you release it from one of the two.

Troubleshooting

This blocks export. Right-click the prop in the tree and pick None (leaves the set) under Move to set, or pick the set it should stay in.
This blocks export. Set the prop’s Set to — none —, or its Portal to — none —.
You dropped a room, light, or object on a set row. Move only props into it.