# Get this entity's parent. Square brackets [] because it can fail
# (the root has no parent), so we guard it with if:
if (Parent := SomeEntity.GetParent[]):
# ...we have a parent, do something with it
# Get the direct children of this entity (one level down).
Children := SomeEntity.GetEntities()
# Get the rootmost entity of the whole experience.
if (Root := SomeEntity.GetSimulationEntity[]):
# Root is the simulation entity
Verse Library
verse
01 Fragment
Traverses the entity tree to access parents, children, and root simulation objects.
verse-library/verse-scene-graph-hierarchy-transforms/01-fragment.verse