Editor Overview

How the Editor opens a project, loads source assets, organizes panels, and persists map edits.

What the Editor is

The Editor is the browser-based 3D workspace for a project. It loads the project, team, workspace, project assets, saved layers, editor metadata, and available collections, then renders them in one terrain viewport.

The Editor is not a separate file format. It works on the same project record that the dashboard shows. Source data becomes assets, assets become layers, and editor state is saved back to the project so exports can use it later.

Opening the Editor

Open the Editor from a project detail page. The dashboard passes the project ID, team ID, workspace ID, setup status, selected area, and API origin to the editor window. The Editor then fetches project detail, team, workspace, layers, assets, collections, and saved editor metadata through the API proxy.

If selected processed assets exist but no matching layers have been created yet, the Editor prompts you to import them. If a project was reprocessed, the selected source asset can be newer than the layers already saved in the Editor, so importing or reimporting is the step that makes the Editor use the new source. Terrain, vector, and raster import behavior is explained in Importing and Reimporting Layers.

Layout

The center of the Editor is the 3D viewport. It renders terrain, vector overlays, raster overlays, meshes, road previews, water surfaces, markers, bounds, and selected feature handles.

The left dock contains the Layers panel and Objects panel. Layers are the saved data stack. Objects are the categories and features for the selected vector layer. The right dock contains History and Collections. History shows viewport edits and modifier actions. Collections applies game-specific assets such as trees, buildings, electricity, water, roads, and foliage.

The toolbox rail sits on the left side of the viewport. It switches between editing modes and exposes visibility toggles. The status strip at the bottom shows connection/project context, current mode, history count, project info, performance, and refresh controls.

Navigating the viewport

Hold the right mouse button and drag to orbit the camera. Use W/A/S/D to move forward, left, backward, and right. Q and E move the camera up and down. Hold the sprint modifier (Shift by default) to move faster.

The View Wheel gives quick access to preset camera angles. Hold the configured key and drag the mouse toward the view you want — top-down, isometric, or cardinal directions.

First-person view switches to a ground-level camera locked at human height, useful for checking scale and object placement. Toggle it with the P key by default or the first-person button in the toolbox.

Navigation speed can be adjusted from the tool settings tray while the Navigate tool is active.

How data flows through the Editor

Different editor operations persist in different places. Layer records are saved through project layer API calls. Manual raster paint is saved by updating the raster asset content. Vector feature geometry changes are saved back to project vector features. Modifiers, terrain overrides, road assignments, bounds, project settings, and placement assignments are saved into project metadata after a short debounce.

Some preferences are local to your browser: editor settings, hotkeys, camera position, hidden layer visibility, raster overlay display settings, and modifier dialog preferences. Those local preferences do not change what your teammates see.

For undo history and persistence details, read History and Saving.