Open Collections and choose a target
Open Windows -> Collections. Tabs appear only for collection families supported by the project game and your team access. The current set can include Trees, Buildings, Electricity, Foliage, Roads, Road Furniture, Water, Gameplay Zones, Decorations, and Models.
First select a compatible layer, category, feature, road slot, or placement in Layers, Objects, or the viewport. Then open the matching collection tab, choose a collection and its asset or preset, and select Apply or Assign. The target summary at the top is the final check that you are changing the intended objects.
Clear or Remove assignment removes the collection choice from the current target; it does not normally delete the source vector geometry. A blocked private collection must be made accessible or replaced before it can be selected.
Trees
Select point, line, or polygon features prepared for Object Distribution, open Trees, choose the game collection and desired tree assets, then Apply. Distribution settings control deterministic density, spacing, scale, rotation, and placement behavior; the collection supplies the actual tree models.
Inspect forest borders, roads, water, steep slopes, and gameplay clearances after applying. The preview can be reduced with Dense Meshes settings without removing exported placements.
Buildings and electricity
For Buildings, select building polygons, choose a building collection, then choose a specific matching asset or the automatic match options shown. Review strict matching when it appears: stricter matching avoids unrelated categories but can leave unusual footprints unassigned. Apply and inspect orientation, scale, terrain contact, and road clearance.
For Electricity, select compatible pole or line features, choose the collection and model or matching option, and Apply. Check pole positions, spans, connections, height, and collisions. Correct source geometry before repeatedly reassigning the collection.
Foliage and water
For Foliage, select the intended indexed raster, choose the game foliage collection, map raster values to the listed foliage types, and Apply. A value without a mapping exports as empty or according to the target format, so review every value used by the raster.
For Water, select compatible water polygons, choose the water collection or surface, and Apply. Height Offset moves the visible water surface relative to its footprint; Depth changes terrain below it. Inspect shoreline contact around the complete polygon before export.
Roads and road furniture
Roads styles buffered line features with a surface, lane count, lane directions, markings, gutters, curbs, sidewalks, intersections, decals, ends, and islands. Road Furniture assigns signs and other models to circular slots at intersections, islands, and road ends.
This is a multi-stage workflow rather than a single Apply action. Follow Road Constructor, Junctions, Islands, and Furniture for the complete FS22 and FS25 instructions.
Gameplay zones
Create a Gameplay Zones layer with New Layer, select it, then open Gameplay Zones in Collections. Choose a preset supplied for the project game. Draw switches to the placement behavior expected by that preset, often a single point click.
Fill the attributes requested after placement, including identifiers or game-specific choices. Some required presets may be allowed only once. Check the project game guide for mandatory objects such as the SnowRunner Starter Truck Spawn.
Decorations: fences and rocks
Open Decorations and choose Fences or Rocks. For a fence, select a line, choose the collection and family, choose Inside when panels must stay within the endpoints or Cover ends when the run may extend to cover them, then select panels and optional poles or gates before applying.
For rocks, select compatible features, choose one or more rock assets from the collection, and Apply. Distribution and source geometry determine where repeated rocks appear. Inspect roads, fields, water, and gameplay areas for unwanted obstacles.
Team models
Select one compatible vector feature and open Models. Choose a Ready model from the active team library and Apply. If no suitable model exists and the tier allows generation, use Generate model and follow the provider prompt flow, then wait for the result to become Ready.
Use Select or Transform to correct supported placement after assignment. Remove assignment detaches the model without deleting it from the team library. Delete a library model only from Assets -> Models after checking every project that may use it.