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Selecting objects

Click, shift-click, and rubber-band selection, the Select menu (Select All, None, Invert, Hierarchy, Parent, Similar, by type) with its shortcuts, and what "primary" selection means.

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Selection is how you tell the editor "this is the thing I mean." On desktop, a plain left-drag is reserved for selecting — which is exactly why orbiting needs the Alt key (see Moving around the viewport).

To…Do this
Select one objectLeft-click it in the viewport, or click its row in the Scene Tree.
Add to the selectionShift+click another object. Shift-clicking something already selected removes it.
Marquee-selectLeft-drag a rectangle across empty viewport space — everything inside is selected. Hold Shift while dragging to add the marquee to your current selection.
Deselect everythingClick an empty patch of the viewport.

Select All and friends — the Select menu

For sweeping selections, the top bar has a dedicated Select menu, with the shortcuts you'd expect coming from other 3D tools:

CommandShortcutWhat it does
Select AllASelects every visible object in the scene. Hidden objects are skipped — you can't click them, so a sweep won't grab them either.
Select NoneAlt+AClears the selection — the same as clicking an empty patch of viewport.
Invert SelectionCtrl+ISelects everything that isn't currently selected, and drops what was.
Select HierarchyExpands the selection downward to include every object nested under it — grab a group, get the whole group's contents.
Select ParentClimbs one level up to the parent group of the selection.
Select SimilarSelects every object of the same type as the current selection — all meshes, all cameras, and so on.
By typeOne button per kind of object the scene actually contains (Meshes, Cameras, Text, Particles, Groups…) to grab all of that type at once.

The top of the Select menu also carries the selection mode toggle — Object (a click picks one object), Hierarchy (a click picks the whole top-level group), and Component (drops into poly edit mode). The same toggle lives in the Poly menu.

A means something different in poly edit mode Inside component (poly) edit mode, A selects-all the vertices, edges, or faces of the mesh you're editing — not whole objects. The object-level shortcuts above apply whenever you're not in component mode.

The "primary" object

When several objects are selected, the last one you added is the primary. The Properties panel and the transform gizmo act on the primary, and in the Scene Tree it's drawn a touch brighter than its companions. Shift-click a different object to make it the new primary.

How selection looks

By default, selected objects get a clean outline drawn around them, and objects you hover glow faintly. If you'd rather, Settings lets you switch the highlight to a green emissive tint, or both, and turn hover highlighting off.

Marquee not working? If you're holding Alt, a left-drag orbits the camera instead of drawing a marquee — that's by design. Let go of Alt to rubber-band select.
Spotted something off, or want a topic covered? Email buck.rackley@gmail.com.