How collections load in the Editor
The Editor loads collections for the project game, team, and workspace context. Public defaults and accessible team collections are available; private collections blocked for the current user are filtered out.
Different collection types appear in different parts of the Editor. Vector mapping collections are used during vector import and reimport. Asset collections such as trees, buildings, electricity, water, roads, and foliage appear in the Collections panel on the right dock.
For a general explanation of collection records and custom collection creation, read Collections Overview.
Vector mapping during import
Vector mapping collections are selected before importing vector assets. They define which source features become editor layers and categories, and which source tags are saved on those features.
Changing the selected vector mapping collection does not automatically rewrite existing layers. Use Reimporting when you want the persisted source vector assets to be rebuilt with a different mapping.
Trees
Tree collections provide placeable tree assets and distribution data. Apply a tree collection to selected vector targets to create deterministic tree placement recipes and generated tree placements.
The placement recipe stores the selected collection assets and distribution parameters in project metadata. The viewport then renders placed tree instances from that saved recipe.
Buildings
Building collections map selected polygon footprints to building assets. Apply the collection to a selected building target, then adjust placed building transforms or calibration in the viewport when needed.
Building assignments are stored separately from raw vector geometry. Reimporting vector layers clears generated building placement metadata because those placements depend on the source feature keys.
Electricity
Electricity collections place utility assets on selected point or compatible vector features. They are useful for poles, towers, and related utility objects that come from imported or manually drawn vector data.
Assignments are saved in project metadata and are regenerated in the viewport from the selected collection and target features.
Water
Water collections apply water surface assets to selected water footprints. If the needed footprint does not exist yet, the workflow can switch to the Draw tool so you can create it.
Water placement is based on vector footprints. It is not an object catalog pasted anywhere on the terrain; the surface follows the selected geometry.
Roads
Road collections provide diffuse road surface textures and lane or junction marking textures. They work with buffered vector lines and are configured in Road mode.
A road assignment stores the target feature key, selected base texture, lane count, and marking slots. Junction settings store priority, selected arms, crossing/stop/direction/sign markings, and blocked slots.
Road rendering depends on vector linework and buffer overlays. If the Editor says there are no compatible road targets, apply a Buffer or Roadbed modifier to the relevant road lines first.
Foliage
Foliage collections are used with indexed editable raster layers. Each painted index value maps to a foliage entry from the active collection.
Create an indexed manual raster layer from Layers, select the foliage collection, then use the Paint tool to write foliage values into that raster.